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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Capturing_Live_Aliens_(Apocalypse)&amp;diff=125502</id>
		<title>Capturing Live Aliens (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Capturing_Live_Aliens_(Apocalypse)&amp;diff=125502"/>
		<updated>2025-12-18T14:55:29Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* General capture procedure */ further clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike in previous and subsequent X-Com games, the primary goal of X-COM: Apocalypse - destroying the alien city - can be accomplished without capturing any live or dead aliens. However, capturing aliens is essential to the secondary goal of discovering [[The Real Alien Threat|what the aliens are planning]], and also unlocks the immensely-powerful [[Toxigun]], so it can be thought of as a sidequest.&lt;br /&gt;
&lt;br /&gt;
==The Goals==&lt;br /&gt;
&lt;br /&gt;
There are several distinct stages of this research path, which are worth keeping in mind when deciding which aliens to bother capturing. Each stage&#039;s information and toxin technology requires that of the previous stage.&lt;br /&gt;
&lt;br /&gt;
*[[The Alien Genetic Structure (Apocalypse)|The Alien Genetic Structure]] and [[Biological Warfare (Apocalypse)|Biological Warfare]], the latter of which provides the Toxigun itself and Toxin Type A, merely require the autopsy of any one immature alien (Multiworm Egg, Multiworm or Hyperworm).&lt;br /&gt;
*[[The Alien Life Cycle (Apocalypse)|The Alien Life Cycle]] and [[Toxin B (Apocalypse)|Toxin Type B]] require the live examination and autopsy of the Multiworm, Hyperworm and Chrysalis - as you&#039;ll see below, the Multiworm is the only tricky one here.&lt;br /&gt;
*[[The Real Alien Threat]] and [[Toxin C (Apocalypse)|Toxin Type C]] require the live examination and autopsy of the Multiworm Egg, Brainsucker, Anthropod, Spitter, Popper, Skeletoid, Micronoid Aggregate, Megaspawn and Psimorph - i.e., every alien except the Queenspawn and Overspawn.&lt;br /&gt;
*[[Alien Gas (Apocalypse)|Alien Gas]] requires the live examination and autopsy of the Queenspawn.&lt;br /&gt;
&lt;br /&gt;
(Additionally, you will need to research the [[Bio-Transport Module (Apocalypse)|Bio-Transport Module]] and [[Advanced Biochemistry Lab (Apocalypse)|Advanced Biochemistry Lab]]; both should be considered high-priority if you wish to pursue this path, although in the former case there&#039;s nothing else to research yet anyway.)&lt;br /&gt;
&lt;br /&gt;
The important thing to note here is the enormous gulf between Toxin B and C; capturing a Multiworm is a high priority, as it is the only significant capture requirement for Toxin B, but unless you&#039;re willing to bother capturing &#039;&#039;all&#039;&#039; the aliens needed for Toxin C there&#039;s little reason to bother capturing &#039;&#039;any&#039;&#039; of them (or to capture the Queenspawn). Toxin B is already exceptionally good, so decide early on whether you want to get Toxin C and play accordingly.&lt;br /&gt;
&lt;br /&gt;
Note that you don&#039;t need to separately capture an alien alive and dead like in UFO or TFTD; examining a live alien will give you the corresponding corpse.&lt;br /&gt;
&lt;br /&gt;
==Methods of capture==&lt;br /&gt;
&lt;br /&gt;
There are three methods of stunning aliens in order to capture them alive: the [[Megapol Stun Grapple]], the [[Megapol Stun Grenade]] and the psionic &amp;quot;stun&amp;quot; attack with a [[Mind Bender]]. Each has advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
*The Stun Grapple requires little micromanagement, is cheap and has infinite ammunition, but is short-ranged and cannot penetrate [[Personal Disruptor Shield]]s.&lt;br /&gt;
*The Stun Grenade ignores shields and has medium range, but the cloud of stun gas dissipates quickly and also affects X-COM personnel; the grenades are also consumable and must be manually transferred to hand as needed. It also has no effect on Micronoid Aggregates.&lt;br /&gt;
*Psionic stunning can be done anywhere within line of sight, ignores shields, and only uses (regenerating) Psi-energy, but you&#039;ll need to train [[Hybrids (Apocalypse)|hybrids]] to do it and it only has a high success rate on Anthropods and Skeletoids.&lt;br /&gt;
&lt;br /&gt;
==General capture procedure==&lt;br /&gt;
&lt;br /&gt;
The ideal way to capture aliens goes roughly like this:&lt;br /&gt;
&lt;br /&gt;
1) Set up a situation where you can afford to concentrate on the capture. This means eliminating or drawing off other aliens, as well as bringing the proper equipment and/or soldiers to make the target itself less dangerous (you don&#039;t generally want to be risking soldiers for a capture). &lt;br /&gt;
&lt;br /&gt;
2) Perform the capture. For most aliens, this simply means sending a few soldiers in with Stun Grapples or Stun Grenades while having the rest of your squad hold their fire. However, the maximum stun level is 255, and some aliens (Multiworms, Megaspawn, Psimorphs and the Queenspawn) have more health than this; they can receive stun normally, but you will also need to reduce their health below 256 (with lethal weapons, ideally weak ones to reduce the risk of critical wounds, and ideally &#039;&#039;slowly&#039;&#039; while maintaining a high stun level, as soldiers take a certain amount of time to stop firing at a stunned alien) in order to make them fall unconscious.&lt;br /&gt;
&lt;br /&gt;
3) Pin the alien to the ground by having a soldier stand on top of it. This prevents the alien from &amp;quot;waking up&amp;quot; as its stun level decreases over time. It&#039;s generally best to put the soldier used for this in a squad by himself, so that you don&#039;t accidentally move him.&lt;br /&gt;
&lt;br /&gt;
4) Complete the mission. Try to do this quickly, and without explosives going off near the unconscious alien (as unconscious aliens may be bleeding from critical wounds, and will still take damage from explosives).&lt;br /&gt;
&lt;br /&gt;
==Specific alien notes==&lt;br /&gt;
&lt;br /&gt;
===Zero-effort captures===&lt;br /&gt;
&lt;br /&gt;
The [[Multiworm Egg]], [[Hyperworm]] and [[Chrysalis]] do not need to be stunned in order to research them. The Multiworm Egg and Chrysalis are recovered alive automatically if left alone, and researching a live Multiworm puts four Hyperworms into your Alien Containment.&lt;br /&gt;
&lt;br /&gt;
===Low-effort captures===&lt;br /&gt;
&lt;br /&gt;
[[Brainsucker]]s, [[Spitter]]s and early-game [[Anthropod]]s pose very little threat at range, so capturing these is a simple matter of walking up to them with a Stun Grapple (or, in the case of Brainsuckers, having a Stun Grapple in hand when they charge you).&lt;br /&gt;
&lt;br /&gt;
You can also put a live Brainsucker into your Alien Containment by recovering and researching an unhatched [[Brainsucker Pod]], although this takes extra research time.&lt;br /&gt;
&lt;br /&gt;
===[[Multiworm]]===&lt;br /&gt;
&lt;br /&gt;
The problem with Multiworms is simply their high health and their high rate of fire. The safest way to capture these is to use Stun Grenades from long range (exploiting the short range of Multiworms&#039; spit and their inability to escape the gas cloud) while chipping away with the [[Lawpistol]], [[M4000]] and [[Megapol Laser Sniper Gun|Laser Sniper Gun]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, charging in to point-blank range with a full squad of soldiers in [[Megapol Armor]] dual-wielding the above weapons with Stun Grapples will almost always bring down a worm before it can kill any of them (though they&#039;ll usually be wounded).&lt;br /&gt;
&lt;br /&gt;
===[[Popper]]===&lt;br /&gt;
&lt;br /&gt;
Poppers are easy enough to stun, assuming you see them coming (in real-time mode) or get the drop on them (in turn-based mode). What&#039;s worth noting is that Poppers take critical wounds very easily and will explode if they bleed to death. As such, you should ensure a Popper is &#039;&#039;&#039;undamaged&#039;&#039;&#039; if you plan to have an Agent stand on it.&lt;br /&gt;
&lt;br /&gt;
===[[Skeletoid]]===&lt;br /&gt;
&lt;br /&gt;
While Skeletoids are very similar to Anthropods in most respects, they only show up in Week 3. Depending on X-COM&#039;s [[Alien Tech Levels (Apocalypse)|performance]], this means that they may already be equipped with [[Devastator Cannon]]s. A Skeletoid, or even Anthropod, with a Devastator Cannon is a serious threat at long range, and attempting a live capture will frequently result in soldier deaths. The humanoid aliens will also eventually gain access to [[Personal Disruptor Shield]]s, which negate Stun Grapples.&lt;br /&gt;
&lt;br /&gt;
Nabbing a well-armed Skeletoid safely is best done with psi from behind cover (line of sight is only required for the initial lock), or opportunistically (with Stun Grapples if encountered at close range, or with Stun Grenades if many Skeletoids are encountered in an enclosed space). If you find a lone Skeletoid with a Brainsucker Launcher or Disruptor Gun, of course, such caution is unnecessary.&lt;br /&gt;
&lt;br /&gt;
===Psionic aliens===&lt;br /&gt;
&lt;br /&gt;
The [[Psimorph]] and [[Micronoid Aggregate]] are very similar in that their only method of attack is psionic powers. Psionic powers are very effective against your [[Humans (Apocalypse)|human]] soldiers, but ineffective against [[Androids (Apocalypse)|androids]] or well-trained [[Hybrids (Apocalypse)|hybrids]]. As such, the trick here is to get them on their own (without supporting aliens) and send in a squad of &#039;&#039;only&#039;&#039; hybrids or androids - this renders them toothless and assures an easy capture (Psimorphs will need to be damaged, but with this tactic you&#039;ll have plenty of time to do it carefully).&lt;br /&gt;
&lt;br /&gt;
Note that Stun Grenades are not very useful against either of these; Micronoids are immune, while Psimorphs can fly and have a great deal of health.&lt;br /&gt;
&lt;br /&gt;
===[[Megaspawn]]===&lt;br /&gt;
&lt;br /&gt;
Megaspawn are a notoriously-difficult capture due to their heavy armament - in particular, their infinite supply of long-range homing missiles. The ideal way to capture a Megaspawn is to wait until you have [[X-COM Disruptor Armor]], which largely obviates their missiles as a threat, and/or [[Personal Cloaking Field]]s, which prevent them from targetting your soldiers at long range (unless another alien is spotting for them).&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t willing to wait that long, the best bet is to use several soldiers, each with a Stun Grapple and two shields and one additionally holding a Devastator Cannon, and  try to take a Megaspawn by surprise in the cramped rooms of a UFO. Expect lost shields and possibly soldiers.&lt;br /&gt;
&lt;br /&gt;
===[[Queenspawn]]===&lt;br /&gt;
&lt;br /&gt;
The Queenspawn capture is a bit complicated due to her tentacle whip, but quite easy with Cloaking Fields, 20 or so Stun Grenades, and patience. Given the very fixed nature of the mission (she&#039;s always in exactly the same place and can&#039;t move), this section will be quite detailed.&lt;br /&gt;
&lt;br /&gt;
1) Kill all the mobile aliens on the map, and blow up all the reinforcement pads. This deprives the Queenspawn of spotters, making her harmless to cloaked soldiers at medium to long range.&lt;br /&gt;
&lt;br /&gt;
2) Throw two Vortex Mines into the raised dais holding the Queenspawn, one on each side of her. These will inflict some damage and, more importantly, destroy the Multiworm Eggs around her (allowing the mission to end as soon as the Queenspawn is stunned).&lt;br /&gt;
&lt;br /&gt;
3) Start throwing Stun Grenades at the Queenspawn. Wait for the gas cloud to nearly dissipate before throwing the next grenade, to get the maximum effect from each grenade.&lt;br /&gt;
&lt;br /&gt;
4) After five grenades or so, if she is not stunned, have a soldier start shooting her with a Devastator Cannon on aimed shot (to inflict damage slowly; a Toxigun will often be too fast and kill her in the couple of seconds before the mission ends). Keep throwing Stun Grenades until she drops.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Capturing_Live_Aliens_(Apocalypse)&amp;diff=125501</id>
		<title>Capturing Live Aliens (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Capturing_Live_Aliens_(Apocalypse)&amp;diff=125501"/>
		<updated>2025-12-18T14:53:20Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Undo revision 124008 by Kuchikirukia (talk) avoid restatement; rephrased to be clearer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike in previous and subsequent X-Com games, the primary goal of X-COM: Apocalypse - destroying the alien city - can be accomplished without capturing any live or dead aliens. However, capturing aliens is essential to the secondary goal of discovering [[The Real Alien Threat|what the aliens are planning]], and also unlocks the immensely-powerful [[Toxigun]], so it can be thought of as a sidequest.&lt;br /&gt;
&lt;br /&gt;
==The Goals==&lt;br /&gt;
&lt;br /&gt;
There are several distinct stages of this research path, which are worth keeping in mind when deciding which aliens to bother capturing. Each stage&#039;s information and toxin technology requires that of the previous stage.&lt;br /&gt;
&lt;br /&gt;
*[[The Alien Genetic Structure (Apocalypse)|The Alien Genetic Structure]] and [[Biological Warfare (Apocalypse)|Biological Warfare]], the latter of which provides the Toxigun itself and Toxin Type A, merely require the autopsy of any one immature alien (Multiworm Egg, Multiworm or Hyperworm).&lt;br /&gt;
*[[The Alien Life Cycle (Apocalypse)|The Alien Life Cycle]] and [[Toxin B (Apocalypse)|Toxin Type B]] require the live examination and autopsy of the Multiworm, Hyperworm and Chrysalis - as you&#039;ll see below, the Multiworm is the only tricky one here.&lt;br /&gt;
*[[The Real Alien Threat]] and [[Toxin C (Apocalypse)|Toxin Type C]] require the live examination and autopsy of the Multiworm Egg, Brainsucker, Anthropod, Spitter, Popper, Skeletoid, Micronoid Aggregate, Megaspawn and Psimorph - i.e., every alien except the Queenspawn and Overspawn.&lt;br /&gt;
*[[Alien Gas (Apocalypse)|Alien Gas]] requires the live examination and autopsy of the Queenspawn.&lt;br /&gt;
&lt;br /&gt;
(Additionally, you will need to research the [[Bio-Transport Module (Apocalypse)|Bio-Transport Module]] and [[Advanced Biochemistry Lab (Apocalypse)|Advanced Biochemistry Lab]]; both should be considered high-priority if you wish to pursue this path, although in the former case there&#039;s nothing else to research yet anyway.)&lt;br /&gt;
&lt;br /&gt;
The important thing to note here is the enormous gulf between Toxin B and C; capturing a Multiworm is a high priority, as it is the only significant capture requirement for Toxin B, but unless you&#039;re willing to bother capturing &#039;&#039;all&#039;&#039; the aliens needed for Toxin C there&#039;s little reason to bother capturing &#039;&#039;any&#039;&#039; of them (or to capture the Queenspawn). Toxin B is already exceptionally good, so decide early on whether you want to get Toxin C and play accordingly.&lt;br /&gt;
&lt;br /&gt;
Note that you don&#039;t need to separately capture an alien alive and dead like in UFO or TFTD; examining a live alien will give you the corresponding corpse.&lt;br /&gt;
&lt;br /&gt;
==Methods of capture==&lt;br /&gt;
&lt;br /&gt;
There are three methods of stunning aliens in order to capture them alive: the [[Megapol Stun Grapple]], the [[Megapol Stun Grenade]] and the psionic &amp;quot;stun&amp;quot; attack with a [[Mind Bender]]. Each has advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
*The Stun Grapple requires little micromanagement, is cheap and has infinite ammunition, but is short-ranged and cannot penetrate [[Personal Disruptor Shield]]s.&lt;br /&gt;
*The Stun Grenade ignores shields and has medium range, but the cloud of stun gas dissipates quickly and also affects X-COM personnel; the grenades are also consumable and must be manually transferred to hand as needed. It also has no effect on Micronoid Aggregates.&lt;br /&gt;
*Psionic stunning can be done anywhere within line of sight, ignores shields, and only uses (regenerating) Psi-energy, but you&#039;ll need to train [[Hybrids (Apocalypse)|hybrids]] to do it and it only has a high success rate on Anthropods and Skeletoids.&lt;br /&gt;
&lt;br /&gt;
==General capture procedure==&lt;br /&gt;
&lt;br /&gt;
The ideal way to capture aliens goes roughly like this:&lt;br /&gt;
&lt;br /&gt;
1) Set up a situation where you can afford to concentrate on the capture. This means eliminating or drawing off other aliens, as well as bringing the proper equipment and/or soldiers to make the target itself less dangerous (you don&#039;t generally want to be risking soldiers for a capture). &lt;br /&gt;
&lt;br /&gt;
2) Perform the capture. For most aliens, this simply means sending a few soldiers in with Stun Grapples or Stun Grenades while having the rest of your squad hold their fire. However, the maximum stun level is 255, and some aliens (Multiworms, Megaspawn, Psimorphs and the Queenspawn) have more health than this; they can receive stun normally, but you will also need to reduce their health below 256 (with lethal weapons, ideally weak ones to reduce the risk of critical wounds, and ideally &#039;&#039;slowly&#039;&#039; as soldiers take a certain amount of time to stop firing at a stunned alien) in order to make them fall unconscious.&lt;br /&gt;
&lt;br /&gt;
3) Pin the alien to the ground by having a soldier stand on top of it. This prevents the alien from &amp;quot;waking up&amp;quot; as its stun level decreases over time. It&#039;s generally best to put the soldier used for this in a squad by himself, so that you don&#039;t accidentally move him.&lt;br /&gt;
&lt;br /&gt;
4) Complete the mission. Try to do this quickly, and without explosives going off near the unconscious alien (as unconscious aliens may be bleeding from critical wounds, and will still take damage from explosives).&lt;br /&gt;
&lt;br /&gt;
==Specific alien notes==&lt;br /&gt;
&lt;br /&gt;
===Zero-effort captures===&lt;br /&gt;
&lt;br /&gt;
The [[Multiworm Egg]], [[Hyperworm]] and [[Chrysalis]] do not need to be stunned in order to research them. The Multiworm Egg and Chrysalis are recovered alive automatically if left alone, and researching a live Multiworm puts four Hyperworms into your Alien Containment.&lt;br /&gt;
&lt;br /&gt;
===Low-effort captures===&lt;br /&gt;
&lt;br /&gt;
[[Brainsucker]]s, [[Spitter]]s and early-game [[Anthropod]]s pose very little threat at range, so capturing these is a simple matter of walking up to them with a Stun Grapple (or, in the case of Brainsuckers, having a Stun Grapple in hand when they charge you).&lt;br /&gt;
&lt;br /&gt;
You can also put a live Brainsucker into your Alien Containment by recovering and researching an unhatched [[Brainsucker Pod]], although this takes extra research time.&lt;br /&gt;
&lt;br /&gt;
===[[Multiworm]]===&lt;br /&gt;
&lt;br /&gt;
The problem with Multiworms is simply their high health and their high rate of fire. The safest way to capture these is to use Stun Grenades from long range (exploiting the short range of Multiworms&#039; spit and their inability to escape the gas cloud) while chipping away with the [[Lawpistol]], [[M4000]] and [[Megapol Laser Sniper Gun|Laser Sniper Gun]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, charging in to point-blank range with a full squad of soldiers in [[Megapol Armor]] dual-wielding the above weapons with Stun Grapples will almost always bring down a worm before it can kill any of them (though they&#039;ll usually be wounded).&lt;br /&gt;
&lt;br /&gt;
===[[Popper]]===&lt;br /&gt;
&lt;br /&gt;
Poppers are easy enough to stun, assuming you see them coming (in real-time mode) or get the drop on them (in turn-based mode). What&#039;s worth noting is that Poppers take critical wounds very easily and will explode if they bleed to death. As such, you should ensure a Popper is &#039;&#039;&#039;undamaged&#039;&#039;&#039; if you plan to have an Agent stand on it.&lt;br /&gt;
&lt;br /&gt;
===[[Skeletoid]]===&lt;br /&gt;
&lt;br /&gt;
While Skeletoids are very similar to Anthropods in most respects, they only show up in Week 3. Depending on X-COM&#039;s [[Alien Tech Levels (Apocalypse)|performance]], this means that they may already be equipped with [[Devastator Cannon]]s. A Skeletoid, or even Anthropod, with a Devastator Cannon is a serious threat at long range, and attempting a live capture will frequently result in soldier deaths. The humanoid aliens will also eventually gain access to [[Personal Disruptor Shield]]s, which negate Stun Grapples.&lt;br /&gt;
&lt;br /&gt;
Nabbing a well-armed Skeletoid safely is best done with psi from behind cover (line of sight is only required for the initial lock), or opportunistically (with Stun Grapples if encountered at close range, or with Stun Grenades if many Skeletoids are encountered in an enclosed space). If you find a lone Skeletoid with a Brainsucker Launcher or Disruptor Gun, of course, such caution is unnecessary.&lt;br /&gt;
&lt;br /&gt;
===Psionic aliens===&lt;br /&gt;
&lt;br /&gt;
The [[Psimorph]] and [[Micronoid Aggregate]] are very similar in that their only method of attack is psionic powers. Psionic powers are very effective against your [[Humans (Apocalypse)|human]] soldiers, but ineffective against [[Androids (Apocalypse)|androids]] or well-trained [[Hybrids (Apocalypse)|hybrids]]. As such, the trick here is to get them on their own (without supporting aliens) and send in a squad of &#039;&#039;only&#039;&#039; hybrids or androids - this renders them toothless and assures an easy capture (Psimorphs will need to be damaged, but with this tactic you&#039;ll have plenty of time to do it carefully).&lt;br /&gt;
&lt;br /&gt;
Note that Stun Grenades are not very useful against either of these; Micronoids are immune, while Psimorphs can fly and have a great deal of health.&lt;br /&gt;
&lt;br /&gt;
===[[Megaspawn]]===&lt;br /&gt;
&lt;br /&gt;
Megaspawn are a notoriously-difficult capture due to their heavy armament - in particular, their infinite supply of long-range homing missiles. The ideal way to capture a Megaspawn is to wait until you have [[X-COM Disruptor Armor]], which largely obviates their missiles as a threat, and/or [[Personal Cloaking Field]]s, which prevent them from targetting your soldiers at long range (unless another alien is spotting for them).&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t willing to wait that long, the best bet is to use several soldiers, each with a Stun Grapple and two shields and one additionally holding a Devastator Cannon, and  try to take a Megaspawn by surprise in the cramped rooms of a UFO. Expect lost shields and possibly soldiers.&lt;br /&gt;
&lt;br /&gt;
===[[Queenspawn]]===&lt;br /&gt;
&lt;br /&gt;
The Queenspawn capture is a bit complicated due to her tentacle whip, but quite easy with Cloaking Fields, 20 or so Stun Grenades, and patience. Given the very fixed nature of the mission (she&#039;s always in exactly the same place and can&#039;t move), this section will be quite detailed.&lt;br /&gt;
&lt;br /&gt;
1) Kill all the mobile aliens on the map, and blow up all the reinforcement pads. This deprives the Queenspawn of spotters, making her harmless to cloaked soldiers at medium to long range.&lt;br /&gt;
&lt;br /&gt;
2) Throw two Vortex Mines into the raised dais holding the Queenspawn, one on each side of her. These will inflict some damage and, more importantly, destroy the Multiworm Eggs around her (allowing the mission to end as soon as the Queenspawn is stunned).&lt;br /&gt;
&lt;br /&gt;
3) Start throwing Stun Grenades at the Queenspawn. Wait for the gas cloud to nearly dissipate before throwing the next grenade, to get the maximum effect from each grenade.&lt;br /&gt;
&lt;br /&gt;
4) After five grenades or so, if she is not stunned, have a soldier start shooting her with a Devastator Cannon on aimed shot (to inflict damage slowly; a Toxigun will often be too fast and kill her in the couple of seconds before the mission ends). Keep throwing Stun Grenades until she drops.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Boromonokli&amp;diff=123722</id>
		<title>User talk:Boromonokli</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Boromonokli&amp;diff=123722"/>
		<updated>2025-08-05T22:45:41Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: response to note on my user talk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Re: repairing Apocalypse section==&lt;br /&gt;
Sorry for not getting back to you sooner. I&#039;ve been in a bad way the past couple of months.&lt;br /&gt;
&lt;br /&gt;
I&#039;m in favour of repairing the Apoc wiki to something resembling its pre-EsTeR state, yes, and certainly re-adding the loadouts to the alien ship pages. There are a couple of caveats on that, though:&lt;br /&gt;
&lt;br /&gt;
1) He added a lot of new images and most (though not all) of those are actually useful. Try to rescue images from his revisions when possible. (This, along with his contributions before he decided to rewrite the Apocalypse section, are why I didn&#039;t just undo every edit he&#039;d ever made.)&lt;br /&gt;
&lt;br /&gt;
2) He moved a lot of information from one article to another; make sure information isn&#039;t lost from reverting some pages without reverting others (or information that he himself added). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:45, 5 August 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chrysalis_(Apocalypse)&amp;diff=121951</id>
		<title>Chrysalis (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chrysalis_(Apocalypse)&amp;diff=121951"/>
		<updated>2025-05-09T08:50:28Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: rescuing images, correcting spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Chrysalis}}[[Image:Chrysalis_(Alive).jpg|right]]&lt;br /&gt;
A Chrysalis is the most vulnerable stage of Alien development because it possesses no attack mechanisms. Its skin is tough, but vulnerable to fire and incendiary ammunition. A new Alien will grow inside the Chrysalis and emerge after a period of three days. It seems that a variety of Alien forms could develop at this stage, dependent on the genetic information carried by the Hyperworm. The physiology of these new forms contains many new cell structures. We have now gained a significant understanding of Alien genetics.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopaedia}}&lt;br /&gt;
{{Ref Open | title = Chrysalis Autopsy}}[[Image:Chrysalis_Autopsy.jpg|right]]&lt;br /&gt;
The Chrysalis appears to be an important stage in the Alien life cycle. The cell structures we have discovered seem to suggest that the emerging Aliens have a different physiology to those previously encountered. This could indicate that there will be further stages to our biological research. The Chrysalis contains no advanced brain structure and will not respond to Psionic attacks.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Apocalypse Statbox Module&lt;br /&gt;
| name = Chrysalis&lt;br /&gt;
| time_units = 30-34&lt;br /&gt;
| health = 86-99&lt;br /&gt;
| stamina = 40-46&lt;br /&gt;
| reactions = 5&lt;br /&gt;
| strength = 5&lt;br /&gt;
| bravery = 0&lt;br /&gt;
| psi_energy = 0&lt;br /&gt;
| psi_attack = 0&lt;br /&gt;
| psi_defense = 100&lt;br /&gt;
| accuracy = 100&lt;br /&gt;
}}&lt;br /&gt;
{{Apocalypse Statbox Module/Hidden&lt;br /&gt;
| armor_head = 12-19&lt;br /&gt;
| armor_torso = 12-19 &lt;br /&gt;
| armor_arms = 12-19&lt;br /&gt;
| armor_legs = 12-19&lt;br /&gt;
| score = 3&lt;br /&gt;
| size_X = 20&lt;br /&gt;
| size_Y = 10&lt;br /&gt;
}}&lt;br /&gt;
{{Apocalypse Statbox Module/Unique Stats&lt;br /&gt;
| damage_modifier_group = Chrysalis&lt;br /&gt;
| inventory = no&lt;br /&gt;
| innate_weapon = none&lt;br /&gt;
| unique_attributes = immobile&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The Chrysalis is the form taken on by a matured (and fed) [[Hyperworm]], and is the pupal stage of the Multiworm life cycle. From here, depending on the information fed to it, it will grow into a [[Brainsucker]], [[Anthropod]], [[Spitter]] or [[Popper]].&lt;br /&gt;
&lt;br /&gt;
Chrysalides can be found aboard [[Alien Transporter (Apocalypse)|Transporters]] and [[Alien Assault Ship (Apocalypse)|Assault Ships]]. They will not be deployed as part of any [[Alien_Infiltration_(Apocalypse)|infiltration force]] nor will they be encountered in the alien dimension. &lt;br /&gt;
&lt;br /&gt;
Despite being immobile in [[Battlescape_Overview_(Apocalypse)|Battlescape]], Chrysalides &#039;&#039;&#039;are&#039;&#039;&#039; capable of moving from one Mega-Primus building to another. The presence of a Chrysalis will not cause an Organization&#039;s infiltration meter to rise, though this will of course change once the Chrysalis grows into another alien. Note that a building investigation will fail to find anything if the only present aliens are Chrysalides and/or [[Multiworm Egg (Apocalypse)|Multiworm Eggs]].&lt;br /&gt;
&lt;br /&gt;
==Tactical Notes==&lt;br /&gt;
[[Image:LifeL-Isom-Chrys-(Apocalypse).png|frame|left|In-game sprites of living and dead Chrysalides]]&lt;br /&gt;
Chrysalides are immobile and defenseless. They pose no threat whatsoever to X-COM agents. Intact Chrysalides will be automatically collected at the end of a successful mission.&lt;br /&gt;
&lt;br /&gt;
Unless ordered to hold their fire, X-COM agents will automatically fire at Chrysalides like they would at any other alien. This can potentially waste ammunition, and stray shots may damage the building they&#039;re in (angering the owning Organization), or even hit other X-COM agents in the vicinity. On the other hand, Chrysalides provide a safe way for agents to improve their stats. Furthermore, if X-COM decides to retreat from a mission, it is prudent to destroy any Chrysalides within reach before doing so, to prevent them from evolving into more dangerous aliens.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aliens (Apocalypse)|Aliens]]&lt;br /&gt;
* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
* [[The Alien Life Cycle (Apocalypse) | The Alien Life Cycle ]]&lt;br /&gt;
** [[Multiworm Egg (Apocalypse) | Multiworm Egg ]]&lt;br /&gt;
** [[Multiworm (Apocalypse) | Multiworm ]]&lt;br /&gt;
** [[Hyperworm (Apocalypse) | Hyperworm ]]&lt;br /&gt;
** [[Chrysalis (Apocalypse) | Chrysalis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Navbar (Apocalypse)}}&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War_2&amp;diff=121889</id>
		<title>Long War 2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War_2&amp;diff=121889"/>
		<updated>2025-05-01T13:13:41Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Reverted edits by Makus (talk) to last revision by Solymr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_longwar_01_ALT-1_transparent.png|800px|center]]&lt;br /&gt;
&lt;br /&gt;
Welcome to the &#039;&#039;&#039;XCOM2: Long War 2&#039;&#039;&#039; wiki, a part of &#039;&#039;&#039;UFOPaedia.org&#039;&#039;&#039;. Long War 2 is a mod designed by &#039;&#039;&#039;Pavonis Interactive&#039;&#039;&#039; for &#039;&#039;&#039;[[XCOM2]]&#039;&#039;&#039; that introduces many changes, large and small, to the vanilla version of the game. It is longer and more complex than the vanilla version but gives you many more tools to combat the alien threat. &lt;br /&gt;
&lt;br /&gt;
This wiki is meant to explain the main changes introduced by the mod to the game and it is a work in progress - everyone can contribute by creating an &#039;&#039;Account&#039;&#039; and &#039;&#039;Edit&#039;&#039; the pages. Please use the &#039;&#039;Talk&#039;&#039; button to discuss any aspects of this wiki. If you want to discuss the mod with its creators, please use the [http://www.pavonisinteractive.com/phpBB3/viewforum.php?f=15 Pavonis Interactive forums].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking for the original mod for &#039;&#039;&#039;[[Enemy Unknown (EU2012)|XCOM:EU/EW]]&#039;&#039;&#039;, see &#039;&#039;&#039;[[Long War]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For the alternate project aiming to port Long War 2 to the &#039;&#039;&#039;War of the Chosen&#039;&#039;&#039; expansion, see &#039;&#039;&#039;[[Long War of the Chosen]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{:Long War 2 Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
[[Category: Long War 2| ]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XCOM_2&amp;diff=121888</id>
		<title>Talk:XCOM 2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XCOM_2&amp;diff=121888"/>
		<updated>2025-05-01T13:12:56Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* basically no need make so many double pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do you need to convert XCOM Wikia links to UFOPaedia ones? It&#039;s better to write your own material than to be copying stuff from one wiki to the other. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:11, 11 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Anyway i add some infoboxes to XCOM 2 enemies  ==&lt;br /&gt;
&lt;br /&gt;
Anyway i add some infoboxes to XCOM 2 enemies pages with stats its just copy game info)&lt;br /&gt;
&lt;br /&gt;
Links like ADVENT Priest and Resistance Factions and The Chosen need a (WotC) beside them like Res. Ring. -EH YOUUU 2, 3/June/2024, 22:24.&lt;br /&gt;
&lt;br /&gt;
== basically no need make so many double pages  ==&lt;br /&gt;
&lt;br /&gt;
we just can all move to up to date page https://www.ufopaedia.org/index.php?title=Long_War_of_the_Chosen&lt;br /&gt;
coz no one need old info and no one play in pure xcom2&lt;br /&gt;
&lt;br /&gt;
:Actually, yes, people do play the vanilla version of games. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:12, 1 May 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Known_Bugs&amp;diff=121815</id>
		<title>Talk:Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Known_Bugs&amp;diff=121815"/>
		<updated>2025-04-28T15:02:45Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Classification etc =&lt;br /&gt;
&lt;br /&gt;
== Bugs vs Exploits ==&lt;br /&gt;
&lt;br /&gt;
Could someone comment please on the distinction between a bug and an exploit, and where to put each one? I would guess that a bug is something that undesirable and an exploit &amp;quot;might be&amp;quot; desirable, if you want to cheat. But what about exploits that happen by accident, or bugs that need to be forced to happen? &lt;br /&gt;
&lt;br /&gt;
I was going to add the Research Rollover bug to the Exploits sections, but they seem to all be under construction. What&#039;s the agreed approach?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 04:16, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* i think that an exploit is somthing you can trigger and gain an advantage from. a bug may or may not have a known trigger, and does not give an advantage if it does.&lt;br /&gt;
: All exploits are bugs, either in implementation or design. When using a bug to gain advantages that bug is used as an exploit (you are exploiting the bug). [[User:FrederikHertzum|FrederikHertzum]] 13:39, 10 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: IMHO, Laser Pistols Gifts to train reactions is an exploit, but it does not involve any bugs. It merely exploits the fact that laser pistols will not penetrate the front armor of Flying Suits. [[User:Jasonred|Jasonred]] 16:31, 10 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I guess the point is to differentiate if it&#039;s a bug that&#039;s being exploited to your advantage, or it it&#039;s something confined within the game mechanics that you are exploiting to your advantage (even if using it as intended). -[[User:NKF|NKF]] 02:31, 11 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Another definition: An exploit is &lt;br /&gt;
::::: a) a move allowed by game interface &lt;br /&gt;
::::: b) that sidesteps another part of the game mechanics&lt;br /&gt;
::::: c) and creates inadequate advantage for the moving player in the process.&lt;br /&gt;
::::: An exploit is not a bug, but it can be connected with a bug, if the latter allows a move mentioned in a). Most obvious exploits render whole parts of game mechanics obsolete (see b) above), because they are always more advantageous. In games that feature equal terms for AI and the player, an exploit can be discerned simply by the fact that AI does not use it (sadly this is not true in X-COM). Clear exploit in X-COM: Transfer soldiers = no monthly payment. Suspect exploits: grenade layout. Most probably not an exploit: Sniping (although the inequality with AI is suspect). Clearly not an exploit: dropping weapons to prevent Psi mass murder (this one is made exploitable by the AI unable to pick up weapons, but is not an exploit per se).--[[User:Kyrub|kyrub]] 05:30, 11 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
The dropping weapons sort of turns into an exploit if you do the &amp;quot;everyone suspect of being a psi weakling drops their weapons at the end of the turn. They all pick up their weapons again if unpsied in the next turn.&amp;quot; The grenade layout or grenade hot potato is probably not what the game designers had in mind, but I shudder at the thought of someone who only played X-com then joined the army pulling the pin out of his grenade and then dropping it into his haversack or slinging it on his belt. [[User:Jasonred|Jasonred]] 07:43, 11 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I think we agreed somewhere that shoving live grenades in your pockets and not having them go off is madness. The relay however is not sensible but certainly possible if only a very short one (if with a live grenade), or to toss a grenade forward and prime it at the second to last person. Or more reasonably, something like a stick of dynamite with an extra long fuse. Even that&#039;s very dangerous. &lt;br /&gt;
&lt;br /&gt;
: By the way, what does everyone here think of using the mind probe to check if it&#039;s safe to attack an alien while standing in full view of it, or if you&#039;re right up next to it? I&#039;ve been using it a lot lately (in lieu of the psi amp), so you could say I&#039;ve been exploiting the mind probe to my advantage to help me with my decision making. But is that counted as a cheat since I&#039;m picking my moments to attack up close when the enemy cannot return fire? -[[User:NKF|NKF]] 03:30, 12 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: When identifying a mechanic as an &amp;quot;unfair exploit&amp;quot; (as opposed to just a &amp;quot;tactic&amp;quot;), perhaps a simpler checklist is this (though Kyrub&#039;s is spot-on):&lt;br /&gt;
&lt;br /&gt;
:: a) Is this something the developers should&#039;ve expected players to do?&lt;br /&gt;
:: b) Is this something the developers could&#039;ve easily prevented?&lt;br /&gt;
&lt;br /&gt;
:: If the answer to both is &amp;quot;yes&amp;quot;, then it seems fair game to me. For eg, sniping at aliens: The game KNOWS whether the soldier can see the target (you get a flashing indicator if so), and so it would&#039;ve been trivial to prevent it. Is it something the regular gamer will try? Certainly; therefore it can be considered expected behaviour. Ditto for using the Mind Probe to make attacks without fear of reaction fire; those things aren&#039;t cheap, they sell for a bunch, so it stands to reason that they&#039;d have tactical value!&lt;br /&gt;
&lt;br /&gt;
:: Things like the transfer bug are clear exploits. The devs would&#039;ve implemented that system so that, if you order personal near the end of the month, you don&#039;t end up paying for them twice before they ever arrive - but in the process, they forgot that &amp;quot;purchase&amp;quot; transfers are treated in the same way as &amp;quot;between-base&amp;quot; transfers. To fix one scenario without breaking the other, they&#039;d&#039;ve needed to code in some extra stuff so the game could tell the difference - they probably just figured the regular gamer would never notice, assuming they ever realised the problem existed.&lt;br /&gt;
&lt;br /&gt;
:: The &amp;quot;dropping weapons&amp;quot; thing is a little trickier to work out - yes, the devs should&#039;ve seen it coming, but would it&#039;ve been easy to fix? Aliens could&#039;ve been twigged to either ignore un-armed soldiers... but those soldiers could re-equip next turn. Aliens could also&#039;ve been twigged to attack randomly... but that would make their psi powers far LESS effective! I suppose the fix, if any, would&#039;ve been unarmed melee attacks, but the implementation they went with seems to be the next best thing IMO.&lt;br /&gt;
&lt;br /&gt;
:: In regards to the &amp;quot;grenades in inventory&amp;quot; thing, it&#039;s probably common knowledge by now, but they DO go off in the alpha of the game. Presumably someone made a conscious decision to change that, though it could still just be an accidental bug. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:02, 12 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sniping at aliens is a very bizarre case, since almost all players will fall prey to the aliens sniping at you long before they snipe the aliens. The behaviour of the aliens to step within sight radius, take one step back, then fire without fear of retaliation *looks* and *feels* like clear exploitation of the rules, but the computer can&#039;t be a cheater, can it? So we humans carry that one step further. Mind you, I think X-com would be in trouble if the aliens could snipe you from across the map once they know your positions... especially since the aliens have cheating &amp;quot;if I spot 1 human, I spot ALL of them&amp;quot; abilities. Especially on maps where the aliens get Blaster Bombs...&lt;br /&gt;
&lt;br /&gt;
An interesting note about sniping and LOS: When I first played Xcom, my first mission was in the jungle. Because of all those plants, when my first soldiers spotted an alien, after he shot at him, I tried to make my 2nd soldier open fire and was informed &amp;quot;NO Line of Fire&amp;quot;. I could only get my 2nd soldier to fire by positioning him in such a way that I got the flashing number. Henceforth, I assumed that you could ONLY fire at the aliens when the flashing number was there. LOL. LOF. LOS.&lt;br /&gt;
&lt;br /&gt;
Transfer bug wise, I thought that the devs merely programmed the game to count how many staff were currently in the base, then deduct that from Xcom coffers? As far as ordering personnel near month end goes, you  end up paying salary for them if you order them more than 48 hours from month end, right? &amp;quot;realistically&amp;quot;, they should make staff draw salaries based on when they were hired, but this would be too much effort.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;dropping weapons&amp;quot; would have been easy enough to fix... just teach alien AI how to pick up weapons. Like they did in Apocalypse.&lt;br /&gt;
&lt;br /&gt;
As far as grenade relays go, if you ever join the army, and you toss a live grenade at your squadmate, you&#039;re gonna be court martialled! lol. Xcom grenades are weird cause they presumably come with a computer console where you program them or something that takes a lot of TU, if I already have a grenade in my hand I don&#039;t think it takes long to prime it compared to throwing it...&lt;br /&gt;
&lt;br /&gt;
Pretty clear exploit/bug is tossing grenades through the ceiling? That breaks all laws of realism/logic/whatever, and I&#039;m sure the devs didn&#039;t plan for THAT to happen! [[User:Jasonred|Jasonred]] 18:18, 12 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Turns out the &amp;quot;spot one, spot all&amp;quot; thing was wrong all these years. However, units can be &amp;quot;spotted&amp;quot; by sniping an alien, hitting it, but failing to outright kill it; this may have contributed to the misconception.&lt;br /&gt;
&lt;br /&gt;
: The game considers the base to have the correct amount of personal as soon as you initiate a transfer - if a base has room for ten people, you can&#039;t send two groups of ten, as soon as the first is in transit the game will correctly recognise that the destination is now filled up and won&#039;t allow you to send any more. Likewise, if you hire soldiers, they&#039;ll count towards the allowance of more promotions in your ranks before they ever arrive at a base. That is to say, the payment system deals with personal counts in a different way to every other system in the game, making it look like it&#039;s intentional (if badly exploitable) behaviour. In terms of transit times, those seem to vary, I know a purchase of scientists takes 72 hours to arrive.&lt;br /&gt;
&lt;br /&gt;
: Er, yes, getting aliens to pick up weapons would&#039;ve indeed fixed the dropping thing. Shoulda thought of that...&lt;br /&gt;
&lt;br /&gt;
: The grenade thing is indeed unrealistic however you look at it. Certainly throwing the things through ceilings is a bug, and its use is a large exploit. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 20:02, 12 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Then how do the aliens &amp;quot;spot&amp;quot; the psi weakling to target him for psi attacks? Doesn&#039;t the game ALWAYS start blasting the juiciest target, regardless of LOS? Or is it just coincidence? [[User:Jasonred|Jasonred]] 22:22, 12 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: They really have to &amp;quot;[[UNITPOS.DAT#8|spot]]&amp;quot; the target before they can blast them (however, it appears that later in a campaign this rule gets broken). If they&#039;ve only spotted a psi-&#039;&#039;resistant&#039;&#039; trooper, they typically won&#039;t bother to make attacks at all. There&#039;s a lot of relevant information in [http://www.strategycore.co.uk/forums/Can-alien-attempt-Mind-control-Pani-t8115.html this thread]. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 23:28, 12 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Your talking about your post on http://www.strategycore.co.uk/forums/Can-alien-attempt-Mind-control-Pani-t8115.html&amp;amp;pid=96123&amp;amp;mode=threaded#entry96123 ? Well, I&#039;d just like to point out a massive flaw in your testing logic. You forgot that aliens will launch psi attacks based on chance of success, and chance of success varies based on distance from aliens. In other words, it could easily be that the aliens only attempted psi when your soldier was within sight of them because your soldier was now NEAR to them and therefore they had a strong chance of success.&lt;br /&gt;
&lt;br /&gt;
: Also, as you have noted, it appears that your rule gets broken. In fact, it is not uncommon at all for the Ethereal Commander who is boxed up in the Command Center to launch psi attacks on victims who are separated from him by several layers of walls, as long as their proximity to him is near enough. [[User:Jasonred|Jasonred]] 21:19, 13 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Those are valid points. I&#039;ve hence built a somewhat more robust testing scenario, which you may wish to [[:Image:Alien Psi Demonstration 1.rar|try for yourself]].&lt;br /&gt;
&lt;br /&gt;
:: The save game consists of cloned Ethereal soldiers (all cranked up to 100 psi strength/skill), and many clones of a single trooper (most of whom have the same psi values). The Ethereals are all cooped up in a sealed room in the SW of the map, with a single trooper who has 140 psi strength/skill.&lt;br /&gt;
&lt;br /&gt;
:: Directly outside the building is another trooper who only has 1 strength/skill. In the NE of the map, in another sealed room, is a soldier with 40 strength/skill. Before placing him there, I had him shoot one of the Ethereals just once, resetting index 8 of his UnitPos record to 0. Only he and the trooper inside the room with the Ethereals have hence been &amp;quot;exposed&amp;quot; to the aliens, but the &amp;quot;best chance of success&amp;quot; is obviously the psi-weakling directly outside the building.&lt;br /&gt;
&lt;br /&gt;
:: If you load the map and end turn, the aliens will first attempt to take control of the dude on the other side of the map, then get to work on the guy in the room with them. Once they&#039;ve taken these two, they&#039;ll completely ignore all other units.&lt;br /&gt;
&lt;br /&gt;
:: In short, aliens can&#039;t use psi attacks on a unit UNLESS their UnitPos[8] index is set to less then that of the alien&#039;s intelligence stat. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:41, 14 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good one. That test definitely proves a lot, rather conclusively. [[User:Jasonred|Jasonred]] 06:53, 14 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bugs vs Limits ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Discussion continued from [[Talk:Known Bugs#Soldier Recruiting Bugs Tested|Soldier Recruiting Bugs Tested]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soldier Recruiting Limit&amp;quot; is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; a bug, it is a limitation of the game. Therefore, this should be removed from the page. If we want it somewhere else (like a new page such as [[Game Limitations]]), that would be appropriate. --[[User:Zombie|Zombie]] 01:42, 9 November 2008 (CST)&lt;br /&gt;
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::Not sure that&#039;s necessarily the best idea, Zombie, since many of the entries on the Known Bugs article(as well as some entries on the Exploits pages) are limitations of the game engine.  On just a brief glance through, the following caught my eye as engine limitations: Manufacturing limit, Storage limit, Purchase limit, 80-item limit, Proximity Grenade limit, Large units not waking up from stun, Interception last shot bug, Alien UFL radar blitz-through bug(Passing through the detection range of a radar before the detection check comes up), Free manufacturing, free wages, UFO Redux, point-scoring with Ctrl-C, permanent MC of chryssalids, Zombie-MC resurrection of agents, alien inventory exploits, anything involved with bad collision detection, extinguishing fire with a Smoke Grenade, and even your personal favorite, denying the aliens access to their own spawn points.  So in conclusion, maybe it should just be left as it is; conversely, all of these entries could be kept where they are and also on a Game Limitations page, or we could leave the headers there and link them over to the appropriate topics on Game Limitations.  What do you think?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:21, 9 November 2008 (CST)&lt;br /&gt;
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: I agree with AQ (great list of examples by the way - and the Smoke/Fire limit would be another). Many, if not most, of the bugs are &amp;quot;Limitations&amp;quot; but they are logically inconsistent and not what a player would expect to happen: they are imposed by (at best) memory limitations or (at worst) design/programming oversights. I think the easiest thing to do would be to change the title of the page to Known Bugs and Limitations, or put an explanatory note at the beginning of the section to explain that &amp;quot;Bugs&amp;quot; is taken to included &amp;quot;Limitations&amp;quot;. [[User:Spike|Spike]] 13:16, 9 November 2008 (CST)&lt;br /&gt;
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By the strictest sense of meaning, a &amp;quot;bug&amp;quot; is a mistake or error on the programmers part. Limitations imposed &amp;lt;i&amp;gt;by design&amp;lt;/i&amp;gt; or memory are not the same creature as the people involved were consciously aware of the decision. I suppose that to the normal player, any type of behavior which is unexpected/unwanted is automatically dumped in the bug category because to them there is no difference. To those of us who study the game files however, the two are unequivalent. Programming oversights, yes, those are bugs.&lt;br /&gt;
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Some of those limitations AQ mentions are (to me at least) bugs: free manufacturing, free wages, permanent MC of Cryssies (or actually any alien for that matter), Zombie resurrections and collision detection. Large aliens not waking up from stun is again, a bug. The programmers obviously had some issues when dealing with large units in general and never quite got it right. They made some progress in TFTD by trying to fix mind controlling each section of a large unit, but royally screwed it up by selecting the next 3 entries in UNITPOS.DAT no matter what they pointed to.&lt;br /&gt;
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Perhaps it&#039;s just my background in logic which makes me want to push for a separate category for limitations. Then again, as long as everything is listed somewhere I&#039;m happy. --[[User:Zombie|Zombie]] 22:06, 9 November 2008 (CST)&lt;br /&gt;
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: Actually, taking a look through the page as a whole there are various other Limits described, and the distinction between Bugs and Limits is made quite rigorously throughout - not just in the Soldier Limits and Bugs section, where the Soldier Recruiting Limit is referred to as a Limit whereas other bugs (such as paying salaries for soldiers you can&#039;t recruit) are referred to as Bugs. So we maybe just need to rename the pages &amp;quot;Bugs and Limits&amp;quot; and add an explanatory note on the distinction. From a user point of view, rather than a programmer point of view, a bug is an unexpected (inconsistent or illogical) behaviour, so for that reason I think it makes sense to keep them on the same page but try to ensure they are all correctly classified as Bug or Limit.&lt;br /&gt;
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: By the way, it could be hard to absolutely distinguish Bugs from Limits as I suspect there are going to be some grey areas where you would have to second-guess the intentions and decisions of the coders to know for sure if something was a designed-in Limit, or just an oversight (Bug). [[User:Spike|Spike]] 06:50, 10 November 2008 (CST)&lt;br /&gt;
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::If we distinguish in this manner, I suggest the definition of &amp;quot;Limit&amp;quot; should be, &amp;quot;Something imposed by the game files or engine as a limitation, most likely in context to the capabilites of the then-current personal computer.&amp;quot;  More succinctly, anything that was done to allow the game to run acceptably on what was then a PC.  This would include both the Soldier and 80-Item limits, the spawn limit(40 units per side), Smoke/Fire limit, and some of the others listed. (The Purchase limit was probably more of a convienence for the programmers than anything, but it is clearly an intended feature.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:11, 10 November 2008 (CST)&lt;br /&gt;
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: I would add to this that sometimes a Limit may be imposed as a game design / gameplay decision, rather than in order to conserve a constrained resource in the platform (=PC). Also, I would suggest that &#039;&#039;intended&#039;&#039; Limits are Limits, but &#039;&#039;unintended&#039;&#039; consequences of Limits are Bugs. Obviously, making this distinction involves some guesswork. But I would guess that while the limit on total smoke/fire hexes was an intended Limit (to conserve PC resources), the ability to put out fires with smoke grenades and disperse smoke with IC rounds is probably an unintended consequence of the Limit, and so should probably be considered a Bug. Similarly, Base Defence spawn points are probably an intended limit, but the ability to flood spawn points is an unintended consequence of this, and thus a Bug (and an Exploit). (Spawn points should have been shared out 50/50, not humans-first). [[User:Spike|Spike]] 12:07, 11 November 2008 (CST)&lt;br /&gt;
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::The limit on Soldier and Interception craft were probably more of a limit imposed because they capped the file and figured that X-COM wouldn&#039;t ever need more than 40 interception craft or 250 soldiers. (And I&#039;ve never needed that many, case in point.)&lt;br /&gt;
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::As for spawns, its actually difficult to take advantage of it in any reasonably established base.  X-COM can spawn up to 40 soldiers in a base defense mission(tanks count as 4 soldiers), as a limit of LOC.DAT.  Aliens have the same limit.  So in order to take advantage of the bug, the base needs 40 or less spawns total.  The Access Lift has 8 spawn points, General Stores(weapon-handling) has 11, Living Quarters has 8 more.  This is 27 Spawns just getting soldiers in a base and armed. (Although the General Stores can be cut out if you perform the bug properly).  Large Radar and HWD have 6 spawns(Small Radar has 2), and Hangar has 15.  So overall, the &amp;quot;Spawn prevention&amp;quot; can be hard to take advantage of with all but the smallest bases.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:48, 11 November 2008 (CST)&lt;br /&gt;
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Just to clarify, X-COM interception craft are not capped at 40 ships. LOC.DAT has a cap of 50 &amp;quot;things&amp;quot; on the geoscape screen at a time. This is shared between X-COM bases, X-COM ships, alien bases, seen or unseen UFO&#039;s, terror sites, crash sites, landing sites and waypoints. In a perfect game world with little alien activity and normally constructed bases, the max number of X-COM craft possible is 44: 5 bases with 8 hangars each plus one base with 4 hangars (or any combination thereof). If you illegally modify your base layout with an editor to get rid of the access lift, the max can be increased to 45 ships (9 hangars in 5 bases). Once clogged, all alien activity will cease.&lt;br /&gt;
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The base defense limit of 40 units exists because of UNITPOS.DAT which has a cap of 80 entries total (tanks occupy 4 entries in this file). Auto-win missions in a base defense mission by clogging all the spawn points with X-COM units isn&#039;t as tough as it sounds, especially if your base is small or doesn&#039;t contain hangars. The main thing is getting your full quota of 40 units to spawn (meaning you should try not to have any tanks as they count as 4 units but only occupy one spawn point). This limits the base size to something like 5-6 modules depending on what you build. Still, even having more than 6 modules isn&#039;t bad as it forces aliens to spawn intermingled between your troops. With 40 armed guys staring in every direction, you can get positions of all the aliens in the first round and possibly even kill them all (depends on weapons and alien race of course). --[[User:Zombie|Zombie]] 20:12, 11 November 2008 (CST)&lt;br /&gt;
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: I would say that Limits are the CAUSE of bugs... also, I feel that fire/smoke limit can be called a bug, because a player normally has no way to tell this, other than observation. Whereas the game DIRECTLY and CLEARLY informs you whenever you hit the 80 item or 250 soldier limits, which is more fair. [[User:Jasonred|Jasonred]] 15:22, 23 March 2009 (EDT)&lt;br /&gt;
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Also IMHO it is not true that, say, 250-soldiers limit is a real game bug. In fact, it is not, it is just a rule of the game, or its limitation. And it is unimportant what its reason is (such or another way to store game data).&lt;br /&gt;
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A bug is, by definition, an unexpected and involuntary result of programmers&#039; work. However, we can only guess what the programmers wanted to attain, so this definition is both unpractical and impossible to be applied. It would be better to assume that a bug is a feature which has negative influence in the game. To clarify: the (un)famous 250-soldiers limitation does not harm in practice, as the number is really enough to play the game. But the even-more-unfamous 80-item limitation does harm and it has negative consequences - it is enough to recall the disappearing of bodies during some missions.&lt;br /&gt;
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OK, there is no objective criteria to judge whether a feature of the game is a bug or just a limitation. But sometimes subjective criteria have to be enough. Otherwise, we would have to consider the 8-bases limit a bug. Does it make any sense? And if no, what is the difference between the 8-bases limit and the 250-soldiers limit? I feel neither is a bug. Because neither leads to further negative consequences.&lt;br /&gt;
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And further, IMHO the buggy nature of some game features is quite obvious. If you cannot send more than 100 &amp;quot;parcels&amp;quot; of items at the same time, it is still not the bug. But if you must pay for an item you are trying to send but you cannot do it - it is a bug, perhaps everybody will agree. And similarly: the 255-scientists limitation is not a bug. But the strange behaviour of the game when you bought the 256th scientist is a bug. It would be just a limitation if the game did not allow to buy another scientist. But it allows while it cannot serve the 256th scientist properly, and that is why it is a bug.&lt;br /&gt;
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So, I vote for removing the 250-soldiers limit from the bug list. If I am wrong in it, please add to the list also:&lt;br /&gt;
# 8-bases limit,&lt;br /&gt;
# maps with limited terrain (why should they be limited?),&lt;br /&gt;
# base area and base facilities limit (why wouldn&#039;t we be able to have 10 hangars in a base?),&lt;br /&gt;
# etc.&lt;br /&gt;
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In yet other words, in my opinion it is not enough to show that the game does not allow to have more certain items or to do more certain actions. In order to count this among bugs, we should show that it really harms during playing the game, or just bears negative consequences.&lt;br /&gt;
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[[User:Sherlock|Sherlock]] 03:52, 27 December 2012 (EST)&lt;br /&gt;
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= Specific Bug Discussions =&lt;br /&gt;
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== Misc Technical Bug ? ==&lt;br /&gt;
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&#039;&#039;(The context of this discussion seems to have been lost)&#039;&#039;&lt;br /&gt;
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This is a technical bug that doesn&#039;t happen to everyone and one this article wasn&#039;t really meant to chronical - but we won&#039;t turn away helping a fellow player if it can&#039;t be helped. It&#039;s just that there are so many random crash points in this game that it would take far too long to find them all or come up with solutions for them. &lt;br /&gt;
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Certainly, the transfer crash can happen to some players, but it&#039;s not one that can be reproduced easily. It&#039;s just like the random crash that some players get when they research a floater medic. It crashes the game for some of us, but others don&#039;t seem to notice it at all. &lt;br /&gt;
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It really depends on your hardware and OS setup, whether or not your copy of the game is damaged or your savegame is damaged, etc. &lt;br /&gt;
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Does it happen in all games or just this one savegame? &lt;br /&gt;
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- [[User:NKF|NKF]] &lt;br /&gt;
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== &amp;quot;Invisible Muton&amp;quot; bug ==&lt;br /&gt;
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Upon shooting repeatedly a Muton, it sometimes plays its &amp;quot;death&amp;quot; animation without sound (as if falling unconscious) and it is no longer displayed in the screen, while remaining visible to my soldiers (I can center the screen and the cursor appears yellow over them). Under this state, they cannot be targeted by Stun Rods. They may play their death animation anytime they get shot, until they truly die, when they emit their characteristic sound and leave a corpse (along with any items carried).&lt;br /&gt;
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I&#039;m quite fond of laser weapons, maybe this happens more often with those.&lt;br /&gt;
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Also, though I remember experiencing this quite often fighting Mutons,  it may happen to any other high health race.--[[User:Trotsky|Trotsky]] 02:59, 2 July 2006 (PDT)&lt;br /&gt;
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Never seen that one myself. Another &amp;quot;unpatched game&amp;quot; thing maybe?&lt;br /&gt;
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There&#039;s a (very rare) bug that allows your soldiers to live if they become stunned by an explosion that happens to kill them. Sometimes the game will register their death, and THEN register that they&#039;ve been stunned. In every case I&#039;ve seen this happen, however, the unit will have such a low amount of health that a single fatal wound will render it dead (again) on the next turn. I have a vague memory that other players may have been able to get a medkit to the scene on time...&lt;br /&gt;
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I dunno if that&#039;s related to your issue at all (I doubt it, but... meh). I&#039;d advise using a Mind Probe on the alien the next time it happens so you can check the aliens stun/health levels.&lt;br /&gt;
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- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
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I&#039;m pretty sure I&#039;ve seen this with Mutons. Possibly Chrysallids as well, another high health, high armor creature. They were still readily killed by shooting the place they are. Good thought on the MP, BB&lt;br /&gt;
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---[[User:MikeTheRed|MikeTheRed]] 08:51, 2 July 2006 (PDT)&lt;br /&gt;
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I&#039;ve been known to have a dying muton(in fire) to spin around and then switch to the female civilian death animation. With the scream and everything. Even got a civilian death registered at the end of the mission. And this didn&#039;t just happen once, but on another separate occasion.&lt;br /&gt;
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Hmm. shape-shifting reptilians in the game! LOL! Happens alot [[User:EsTeR|EsTeR]]&lt;br /&gt;
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Unusually enough, I once had a sectopod die and then drop a tank corpse. I was using the Lightning at the time for my troop carrier, so you can imagine my surprise. &lt;br /&gt;
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Then there was one occasion where a floater dropped a snakeman corpse. Let&#039;s not even get into the sort of things the aliens like to stuff themselves with. &lt;br /&gt;
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Your invisible alien bug is quite common, although there appears to be many causes for it. I think one involves a full object table when it comes to invisible aliens in bases. But it can also happen in ordinary missions as well. I&#039;m guessing the game may have tried to do something in the wrong order, and sprite information for the unit may have been lost or corrupted along the way. &lt;br /&gt;
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Having had an experience where all the chryssalids become invisible in one base defence mission was quite a shocker. I fixed this by saving the game, quitting and then restarting the game. If you ever get an invisible alien again, try this and see if it helps. If it doesn&#039;t, well, just keep a careful watch on your map and any alerts that pop up as you play. &lt;br /&gt;
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There&#039;s a similar but less severe bug where a dead alien will still leave its centre-on-unit alert button, but this goes away shortly after you move or turn. &lt;br /&gt;
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- [[User:NKF|NKF]]&lt;br /&gt;
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That last bug happens when exploding Cyberdiscs kill nearby Sectoids, doesn&#039;t it?--[[User:Trotsky|Trotsky]] 23:56, 2 July 2006 (PDT)&lt;br /&gt;
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This is a pretty easy one. I guess this bug occured on UFO recovery on a battleship, an alien base assault or a base defense mission? As soon as there are too many items on the map, the game saves some item slots for the equipment to be displayed (since it is more valuable and more important to research). This would also make stun weapons lethal if the stunned aliens would vanish. therefore the game has a failsafe if an alien is stunned (or badly wounded and becoming uncontious). The downed alien&#039;s stun level is set exactly on its left health points therefore resurrecting it instantly. This cycle is broken when the alien is finally killed. This means if you want to stun an alien in such a situation you have to destroy some items first.&lt;br /&gt;
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- by tequilachef (April 4th 2007)&lt;br /&gt;
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== Vanishing snakemen ==&lt;br /&gt;
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I&#039;ve known snakemen to become invisible when standing on a hay bale. On the first occassion I had a poor tank getting shot while spending numerous turns looking for it. On the second occasion I had an alien under Psi-control, left it on the hay bale, and couldn&#039;t find it next turn. - Egor&lt;br /&gt;
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This is not limited to snakemen. Hay bale block visibility quite much when a unit is standing on it. Two possible solutions:&lt;br /&gt;
- Destroy the hay before entering&lt;br /&gt;
- Shoot at the hay. If it is destroyed any unit on it will become visible (as long as no other bales are blocking the line of sight). You might also hit the enemy directly.&lt;br /&gt;
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I Dnt know if the aliens are affected by this diminished sight, too. My guess would be no.&lt;br /&gt;
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- By tequilachef (April 4th, 2007)&lt;br /&gt;
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== Blaster Bomb Bug ==&lt;br /&gt;
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I&#039;m currently playing through X-com UFO Defense, I have the collectors edition version.  I&#039;m in the process of trying to catch a live alien commander and the blaster bomb bug is making this very difficult.  If i remember correctly a commander is always in the command center of the the alien bases.  The problem is anytime i get close there is always a dude with a blaster launcher up there that tries to kill my troops.  When they try to fire it down at me the bug kicks in and they blow up the whole command room and all the aliens in it because they can&#039;t figure out how to get the blaster bomb down the grav lift thing in there.  This is making it very dificult to actually catch a live commander.  Anyone have any ideas for tactics or anything to breach that room without the aliens trying to fire a blaster launcher up there? - eL Hector&lt;br /&gt;
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: I can suggest two possible solutions. The first is to wait outside the command room for the alien to move closer to you. If it comes out of the room or if you know it has moved down the lift, you then burst in and stand right next to it to stop it from firing the blaster. This is risky because there could very well be a heavy plasma toting alien in there. The other is to use a small launcher and launch it up at the ceiling near where you think the alien with the blaster is standing. -[[User:NKF|NKF]]&lt;br /&gt;
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== Disappearing Ammunition ==&lt;br /&gt;
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I have observed that problem with X-COM 1.2, modded with XCOMUTIL. My stun bombs and heavy rocket missiles, along with clips for the auto cannon went missing.&lt;br /&gt;
[[User:Vagabond|Vagabond]]&lt;br /&gt;
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Just run a test using my 1.4 DOS version with XComUtil but my stun bombs didn&#039;t disappear: 30 + 1 back in the base they came from, same number after I went tactical and I dusted-off immediately. Are you running XComUtil with Runxcom.bat or did you simply run Xcusetup?&lt;br /&gt;
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[[User:Hobbes|Hobbes]] 22:12, 22 February 2007 (PST)&lt;br /&gt;
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:Is it a case of hitting the 80-item limit?--[[User:Ethereal Cereal|Ethereal Cereal]] 12:28, 23 February 2007 (PST)&lt;br /&gt;
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With runxcomw.bat, as everytime. Apologies, I retested and it seems like I was mistakened, but I could have sworn that I lost them dang stunbombs. Had to manufacture some. I will test some more, using four heavy weapons and seeing whether their ammunition disappears at all. Thanks. [[User:Vagabond|Vagabond]]&lt;br /&gt;
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==MC at end = MIA?==&lt;br /&gt;
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I am sure I have seen this again recently, where I won a mission with no casualties (I thought), but the last thing I killed was a Commander that had been chain MC&#039;ing a psi-attack-magnet trooper, and that trooper was listed as MIA at the end (presumably because he was on the enemy side at the end of combat). Is this a bug, or is there another way to get MIA&#039;s on a completed mission that I might have missed?&lt;br /&gt;
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Since then I have been waiting for the leaders to panic at the end before killing them (or waiting for a rare resist), so I can safely exit, but am I being overcautious?&lt;br /&gt;
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--[[User:Sfnhltb|Sfnhltb]] 13:45, 27 February 2007 (PST)&lt;br /&gt;
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If the trooper was mind controlled on the turn you killed the last alien it will be listed as MIA. No bug there :) &lt;br /&gt;
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[[User:Hobbes|Hobbes]] 18:16, 1 March 2007 (PST)&lt;br /&gt;
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Huh, why would that happen - your soldier should recover the very next round, why would he go MIA?&lt;br /&gt;
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--[[User:Sfnhltb|Sfnhltb]] 18:20, 1 March 2007 (PST)&lt;br /&gt;
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Doesn&#039;t make sense to me as well but that&#039;s how the game works. &lt;br /&gt;
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[[User:Hobbes|Hobbes]] 15:05, 2 March 2007 (PST)&lt;br /&gt;
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It seems that regaining control of units under enemy mind control works different for alien and human players. My guess: aliens under human MC are reverted to alien control AFTER THE ALIEN AND BEFORE THE HUMAN TURN while human units under alien control are reverted RIGHT AT THE BEGINNING OF THE HUMAN TURN. This explains three different phenomenons:&lt;br /&gt;
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- The discussed MIA &amp;quot;bug&amp;quot; (he unit would be returned in the next human turn, but since it never starts it is lost. The mission is still won since no unit with a &amp;quot;genuine alien&amp;quot; marking is left)&lt;br /&gt;
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- The fact that a mission is lost when the last human falls under MC while it is not won when this happens to the last standing alien (the aliens get their unit back before their turn starts and therefore have a unit left to pass the &amp;quot;anyone alive?&amp;quot; check, the humans would have no unit left to start a turn with. They WOULD have as soon as the turn starts, but no unit left before turn means bust)&lt;br /&gt;
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- The fact that aliens still can see all an MCed human saw at the end of the human turn that follows the MC while this is not vice versa (The MCed human can give information to the alien side before reverted while an MCed alien is reverted too early). The result is that aliens can control a human indefinitely without having any alien seeing him until the MC is disrupted for one turn.&lt;br /&gt;
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All confused? Then I did a good job! No seriously, this must be the explanation, I couldn&#039;t think of any other way.&lt;br /&gt;
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- By tequilachef (April 4th, 2007)&lt;br /&gt;
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: You&#039;re absolutely correct on the first two points. It&#039;s a sequence issue - you never get round to recovering the unit before the new turn starts, so you end without any units whatsoever. Makes senses too since the aliens would continue to continue to mind control that same unit over and over indefinitely. &lt;br /&gt;
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: The third point however: The aliens don&#039;t need to know the location of the last MC&#039;d unit. They know the location of all your troops  whether they&#039;ve seen them or not from the very start. They appear to give you a few turns of grace where they won&#039;t attack you outright (unless, from my observation, all your soldiers are incredibly weak). This is evident because all of the aliens will eventually make their way towards the nearest soldier even though their movement pattern may seem semi-random. Also, they know where you are because they can initiate psionic attacks without having seen any of your troops. They generally go after the weakest troops first.  &lt;br /&gt;
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: Just to add a semi-related point, but from the alien&#039;s perspective. If an MC&#039;d alien unit is in the exits when you abort the mission, this alien is not recovered and in fact simply vanishes. Any equipment it was carrying is recovered, unknown artefacts or otherwise. You could possibly think of this as their version of MIA. However, the aliens differ ever so slightly in that if it&#039;s the last alien standing and under temporary mind control by the player, the mission doesn&#039;t end straight away. But I guess this is only because the player has everything under control, whereas in the other scenario, the Ai is in control. &lt;br /&gt;
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: -[[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
My observations show that, at least in some versions of the game (tested with clean DOS 1.4 version, under DOSBox), the game crashes at the end of the human turn if all alien units which are still alive, are Mind-Controlled. If it was confirmed, it would be another not-listed-yet (serious) bug.&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 17:52, 26 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Crash Site in the atlantic ocean ==&lt;br /&gt;
&lt;br /&gt;
That&#039;s right, my game generated a crash site on water. Here are the details:&lt;br /&gt;
&lt;br /&gt;
- Crash Site a bit southeast of the USA (which was infiltrated a few days before by sectoids, resulting base had already been taken out), but certainly not on land.&lt;br /&gt;
&lt;br /&gt;
- UFO: battleship, floater, alien harvest&lt;br /&gt;
&lt;br /&gt;
- Geoscape: 8 X-Com Bases, 1 (known) Alien base, 2 other crash sites, 1 other (known) flying UFO (though almost worldwide decoder coverage), 3 X-Com Crafts out, 1 waypoint&lt;br /&gt;
&lt;br /&gt;
- Date: January 2000&lt;br /&gt;
&lt;br /&gt;
- Most Interesting: The Craft that downed the ship was a recently finished Firestorm (first human-alien hybrid craft I had built, I know this is lame for that date. Limited myself on 25 Scientists to improve the challenge) equipped with twin plasma. I had it built and equipped in Antarctica and then transferred to Europe. This base had no Elerium, a fact that enabled me to use the infinite fuel exploit which was in effect when downing the UFO. My craft was only slightly damaged when doing so. The battleship was the first target assigned to the craft, it came directly from my base. &lt;br /&gt;
&lt;br /&gt;
- When shot down, the UFO was not targetted by any other craft.&lt;br /&gt;
&lt;br /&gt;
- I had not lost or sold a single craft to that point.&lt;br /&gt;
&lt;br /&gt;
- When sending a squad to the crash site the game didn&#039;t crash but generated a farm land ground combat terrain.&lt;br /&gt;
&lt;br /&gt;
- I was not able to reproduce the bug from the savegame dated 2 hours before downing the UFO&lt;br /&gt;
&lt;br /&gt;
Well guys, any intelligent guesses? I still have the savegames (before and after downing)! If you want to have a look, write here.&lt;br /&gt;
&lt;br /&gt;
- By tequilachef (April 5th 2007)&lt;br /&gt;
----&lt;br /&gt;
: Well I&#039;m sure you know about crash sites that are near land can sometimes actually be on water, so I&#039;m going to assume that this site is well far away from any land mass. Could it be a weird entry in GEODATA\WORLD.DAT that has a land mass out in the ocean? Also are you sure the game didn&#039;t crash? Sometimes when it does it will load the previous mission (and usually 90% are at farm terrain). Are you sure it generated a new map and not load the last one?&lt;br /&gt;
:No real guesses but maybe some starting points to look at. I&#039;ve probably stated some obvious situations you know about and have accounted for, but it never hurts to double check :D&lt;br /&gt;
- [[User:Pi Masta|Pi Masta]] 14:23, 5 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inconsistencies in MCing Cyberdiscs and Sectopods ==&lt;br /&gt;
&lt;br /&gt;
I experienced, that when MCing one quadrant of a large terror unit any action it does only affects this quadrant (especially use of time units). That means, when TUs are up for one part, MC another one and continue firing. This however does not work out when moving the unit while it is not under complete control. The TUs used up by the resulting reaction fire from the rest of the unit is also deducted from the TUs &amp;quot;your&amp;quot; part has left (making it impossible for the controlled parts to return fire). This however only happens under reaction fire, not if &amp;quot;your&amp;quot; part fires on it&#039;s own. I don&#039;t know if this comes up when uncontrolled parts shoot by themselves in the alien turn, since this is hard to find out.&lt;br /&gt;
&lt;br /&gt;
: That&#039;s because large units literally are made up of four separate units. They only share the same set of general stats (in unitref.dat). Unfortunately the &#039;under mind control flag&#039; is unique to the four units, not the shared stats! So you in effect have multiple units under different control sharing the same stats. So if you move and it results in a reaction from the unit, it will spend the TUs you&#039;re using.  &lt;br /&gt;
: Successful mind control automatically fills up the unit&#039;s TUs, so each mind controlled sector gets to move or attack again until there are no more sectors to mind control. Useful way of turning reapers into long range scouts! &lt;br /&gt;
: In TFTD, they attempted to fix this bug, but in fact made it much-much worse! The only way to mind control the unit properly is to control the upper left quadrant. Only! Any other quadrant will result in a partial (clockwise) control, and you may gain control of units other than that unit, or may even get into situations where you gain permanent &#039;partial control&#039; of a large unit you haven&#039;t even sited. Wackiness all around! &lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Facility Dismantle Bug ==&lt;br /&gt;
&lt;br /&gt;
Boba: I&#039;ve never experienced this bug myself in all my games in the Collectors Edition. It may very well vary from computer to computer. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]]&lt;br /&gt;
:I, however, have experienced it.  I lost an entire month&#039;s worth of playtime because I couldn&#039;t solve it. [[User:Arrow Quivershaft|Arrow Quivershaft]]&lt;br /&gt;
&lt;br /&gt;
::Anyone, any ideas on why it might vary from PC to PC? -[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
:::I&#039;d check other factors before blaming a given system. Assuming no mods are being used the most obvious is the order in which you initiated the construction of the modules. Then we&#039;ve got which one was due to be completed first, and I&#039;m sure there&#039;s a few other things to test out. Usually, a player won&#039;t cancel in-progress modules on a regular basis, so you wouldn&#039;t expect this bug to turn up often. - [[User:Bomb Bloke|Bomb Bloke]] 01:53, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Easy way to reproduce: build 2 General Stores. Now delete the &amp;quot;second one&amp;quot; (see offset 16-39 in [[BASE.DAT]] for the order). Wait for the first one to complete. It&#039;ll crash immediately after the &amp;quot;end of construction&amp;quot; dialog. A fix is available [[User:Seb76#Bug_Fixes | here]]. [[User:Seb76|Seb76]] 15:52, 22 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Manufacturing Limit Bug ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Mike, no you did not get it correct.  It is the raw number of hours needed to complete the project, not the projected hours.  I discussed this on the X-Com Forums a few months back at the following link: http://www.xcomufo.com/forums/index.php?showtopic=242027760&amp;amp;st=0&amp;amp;#entry164411&lt;br /&gt;
&lt;br /&gt;
I did tests at the time in regard to the accuracy of the data given there, but I&#039;ve lost the results.  I&#039;ll quickly redo the tests in the next hour or so. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:00, 8 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Tests complete.  The breakpoints for every item were exactly where I predicted, regardless of number of engineers assigned.  (I ran up a huge queue of items at my dedicated factory base on an old game, and then assigned whatever engineers would fit onto one project at a time, canceling projects as data was confirmed.  This is only semi-random, but it serves our purposes.)  I did run into a single issue, though.  It appears that despite having 5 empty hangars at a (different!) base, the workshop there could not queue up more than 3 of any one craft at a time, thus making this bug impossible to replicate with the Firestorm or Lightning, as you must be producing more than three for the bug to occur.  However, it still works with the Avenger.  Later, I shall see about constructing a dedicated Hangar base with 7 hangars in order to attempt to replicate the bug.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:33, 8 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Sounds great, Arrow. Why not post a simple example that shows how the problem works. As in, &amp;quot;with 1 Eng and 2 Avengers you might think X, but no, it&#039;s Y&amp;quot;. And please delete my example. And it&#039;s a fine pleasure to meet you! Cool - [[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
:::When you say the usual resources are used by the &amp;quot;lost&amp;quot; resources, that includes cash, right? It sounds like if you&#039;re willing to foot the extra bill [[Buying/Selling/Transferring#Manufacturable_Prices|money/component-wise]], this could be used to build Avengers slightly faster then normal.&lt;br /&gt;
&lt;br /&gt;
::: The usual time is 34000 hours. Double that and subtract 65535 and you&#039;re left with a paltry 2465 hours. Even a single workshop squad of 10 engineers will pull that off in a little over ten days. - [[User:Bomb Bloke|Bomb Bloke]] 01:53, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::Sadly, this exploit doesn&#039;t work, because the high bit is stored SOMEWHERE.  I lack a hex reader and have no code reading skills to speak of, so I&#039;m a bit limited here.  If you set up a Workshop as you described, the game would take all the time for 2 Avengers, all the resources for the same, but in the end only produce 1 Avenger.  Meanwhile, I&#039;ll run more tests on the resources thing.  I could swear it consumes the resources, but I&#039;ll double check.&lt;br /&gt;
&lt;br /&gt;
:::::There is no need to store the high bits if the actual completion condition (assuming adequate money) is &amp;quot;number made is number ordered&amp;quot;, which wouldn&#039;t reference the hours remaining at all. - [[User:Zaimoni|Zaimoni]] 01:49, 9 Oct 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Tests done; I was unable to replicate the &#039;disappearing item&#039; trick,(Which I didn&#039;t test for last night) even with Avengers!  It appears I was wrong; this still counts as a bug, though, because the wraparound is a problem.&lt;br /&gt;
&lt;br /&gt;
::::Ironic that so much of this discussion centers around Avengers, because that&#039;s where I discovered this in the first place! [[User:Arrow Quivershaft|Arrow Quivershaft]] 06:48, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;m revisiting XCOM and was working on [[Manufacturing Profitability]]... Arrow, can you (or anyone else) say a little bit more on the Known Bugs page about this [[Known_Bugs#Manufacturing_Limit_Bug]]? It&#039;s not clear to me exactly what the bug does, except that it understates hours. Is that all?... does it still take the (non-buggy) amount of time, still use all the same resources, still make the same number, etc.? It sounds like it could be a drastic bug - or is it only a very superficial one, a display bug for the hours? It sounds like you&#039;re leaning toward this latter.&lt;br /&gt;
&lt;br /&gt;
Also on a semi-related note... I could swear I saw much more detailed info on the [[Known_Bugs#Facility_Maintenance_Costs]] issue... IIRC, the incorrect amount that&#039;s charged for maintenance, depends on exactly where a facility is in the base. IOW, different &amp;quot;rows&amp;quot; of the base cost different amounts. Could somebody provide a link there, and/or flesh the bug out better?&lt;br /&gt;
&lt;br /&gt;
Thanks! - [[User:MikeTheRed|MikeTheRed]] 11:22, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve actually seen the bug work both ways, but I&#039;ve only been able to actually replicate the more superficial version of the bug.  So the bug report up is about a superficial bug that drastically understates production time.  If you wish to make this clearer, you have my blessings.  As well, that &#039;different charging based on location&#039; is dealt with here: http://ufopaedia.org/index.php?title=Talk:Base_Facilities ; however, the table has been broken with the Wikiupgrade, and I lack sufficient knowledge of HTML table code to fix it.  But it should be of use to you.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:26, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Cool, I fixed [[Talk:Base Facilities]] but also re-organized and expanded [[Base Facilities]] so that it includes that bug in detail, as per Talk... this is an important issue that should be up front. I see that there&#039;s a separate [[Maintenance costs]] page, but I can&#039;t see having something so important (the maintenance bug explanation) all on its own page (which makes for a rather short page) rather than together with all the rest of the base facility info. If others agree (or don&#039;t care), I&#039;ll move anything remaining on Maintenance Costs to the Base Facilities page, then delete Maintenance Costs and re-route links. And if somebody does care, then please move my new section to Maintenance Costs, and move all the links, etc. Oh also I put in more words on your Manufacturing Limit Bug - how does it look? - [[User:MikeTheRed|MikeTheRed]] 16:37, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Looks pretty good, although it&#039;ll wrap fully; if you ask for 120000 hours, it won&#039;t be displaying &#039;almost no&#039; time.  The way I discovered it was when building two Avengers;  I ordered two, paid for two, waited for two...and got one.  But as said, haven&#039;t managed to repeat it, so until I do, we&#039;ll leave it like that.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:00, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I just revised and put in your specific example, because it&#039;s certainly possible some of us die-hard players will order up more than 1 Avenger at a time - and it&#039;s guaranteed it&#039;d be a pain if 1 of them disappeared, laugh. I wasn&#039;t sure how concrete you were on that example but now I hear you say, you are sure it happened at least once. - [[User:MikeTheRed|MikeTheRed]] 18:33, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a question concerning the manufacturing &amp;quot;bug&amp;quot; which eats a craft in production due to wrap-over of the byte. Arrow (or whoever did the test), did you have a large quantity of craft already built at your bases? If so, I think this bug has more to deal with clogging up [[CRAFT.DAT]]. See, that file has a limit of 50 entries. Each craft takes up one record and each base you have built also consumes one spot. 8 bases allows 42 craft to be housed, while 6 bases allow 44. If you try to buy or manufacture craft once the file is full, nothing shows up in the game even if you have hangar space available. --[[User:Zombie|Zombie]] 19:00, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Huh, I never knew that. I don&#039;t see it listed on the Bugs page... I&#039;ll stick it in there. I&#039;ve never approached that number, but some folks might. - [[User:MikeTheRed|MikeTheRed]] 19:07, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I was able to continue building other Avengers after that project, and they appeared correctly, so I do not believe that is the issue.  In any event, I have a very bad case of &#039;archivism&#039; and probably still have the save game and the CRAFT.DAT file around on my system; in fact, I think I was playing it a few days ago.  I can see if I can find it and upload it; it created a &#039;hole&#039; in the Avenger fleet numbers, where Avenger&#039;s x and x+2 were built, but x+1 was not. I&#039;ll look for it tonight and tomorrow and upload it to the wiki if I find it. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:10, 8 October 2007 (PDT) EDIT: I found the file; I have 28 Avengers and 1 Skyranger in my employ.  All Avenger numbers EXCEPT #2(Avenger-2) are accounted for, and I have not sacked or lost any Avengers.  So this is where the hole and &#039;eaten&#039; Avenger is.  If anyone wants the CRAFT.DAT file from this game, I&#039;d be happy to forward it.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:20, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Sure, send it my way and I&#039;ll take a look at it. (Might as well send me the whole saved game as I may want to look at the other files too). I have tried to recreate this bug by manufacturing 1, 2 and 3 Avengers at a clip but all of them always show up. Don&#039;t know what else I could do to get this problem to crop up. --[[User:Zombie|Zombie]] 21:32, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:File emailed.  On the side, I&#039;ve tried the same thing, and never been able to repeat the bug.  It&#039;s been months since the first discovery, so I can&#039;t recall whether it was the first or the second Avenger that didn&#039;t appear.  So maybe it was just a fluke.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:57, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Unconscious Enemy in Equipment Screen ==&lt;br /&gt;
&lt;br /&gt;
The following happened to me repeatedly over the last few days.&lt;br /&gt;
&lt;br /&gt;
In the last tactical Mission a live alien has been captured. When now beginning an UFO crash recovery mission this type of alien (same race and rank) appears in the equipment screen before the mission starts, meaning I can give it to any of my soldiers.&lt;br /&gt;
If I do so I can store the alien in the skyranger for the duration of the mission and, if it gains consciousness, kill or stun it at the end of it. A pile of equipment without a corpse will be in the UFO, indicating that the stunned alien is not some kind of duplicate but instead has been taken from the aliens of this mission. This is supported by the fact that in those missions the maximum number of crew members has not been surpassed.&lt;br /&gt;
If I do not do so the Alien will be placed in the crashed UFO. Whether it is unconscious or not I do not know, but the fact that it is completely disarmed when encountered in the battle suggests that it is.&lt;br /&gt;
&lt;br /&gt;
So far it seems the following is necessary for the bug to occur:&lt;br /&gt;
# An alien has to be captured alive in the last tactical combat&lt;br /&gt;
# It has to be of the same race and rank as one of the aliens in the new tactical combat&lt;br /&gt;
&lt;br /&gt;
So far this only worked...:&lt;br /&gt;
# If the new tactical combat was an UFO crash recovery of a medium scout.&lt;br /&gt;
# For floaters and mutons&lt;br /&gt;
# For soldiers and navigators&lt;br /&gt;
# If the alien in the last mission was stunned by normal weapon fire (although I do not think this is important) and not picked up (again, not likely to be important) or destroyed (which would mean it has to be actually captured)&lt;br /&gt;
&lt;br /&gt;
It seems NOT to depend on the following:&lt;br /&gt;
# The type of the last mission (were, so far: Ground assault battleship, crash recovery large scout, base defense)&lt;br /&gt;
# Which squad or vessel was involved capturing the alien&lt;br /&gt;
# Where it is locked up&lt;br /&gt;
# If it has been transferred since capture or not&lt;br /&gt;
&lt;br /&gt;
Would be interesting to know:&lt;br /&gt;
# What happens if the alien in the inventory screen is the only survivor&lt;br /&gt;
# If the alien in the invenory screen is one of the aliens randomly killed in the crash or not (it is likely to be one of the killed aliens, so far the equipment piles were always within the UFO)&lt;br /&gt;
# If this is not limited on crashed medium scouts: Does this work with terror units? What about large ones?&lt;br /&gt;
&lt;br /&gt;
Maybe this is related to the proximity grenade bug (transfer of item properties to next tactical combat).&lt;br /&gt;
&lt;br /&gt;
Additionally, in one of those mission a part of the terrain was not generated correctly. It was in farm terrain (The house on the right square, or north east square, in [[Image:Terrain-cult.gif|this pic]]). The outer wall right to the right window of the southern wall (1st Floor) was missing. Directly outside of the hole was a floor tile. I could walk a soldier through the wall, but he fell right through the tile. Dunno if this has to do with the stunned alien bug.&lt;br /&gt;
&lt;br /&gt;
Version is collectors edition (the one from abandonia.com).&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
When a mission starts, the GeoScape engine generates the unit and object tables (in MissDat&#039;s [[OBPOSREF.DAT]], [[UNIPOS.DAT]], and [[UNIREF.DAT]]) before &amp;quot;shutting down&amp;quot;. The Tactical engine then generates the maps, places the aliens on it, and blows up the UFO (if need be). Whether or not map generation and the subsequent events happen before you equip your soldiers I don&#039;t yet know.&lt;br /&gt;
&lt;br /&gt;
The test would be to check the aforementioned files to see if they contain an unconcious alien, and/or the body.&lt;br /&gt;
&lt;br /&gt;
Note that you can&#039;t see the bodies of large units on the ground (they count as four seperate objects covering four seperate tiles, so allowing the user to pick one up would essentially let you rip them apart).&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 06:35, 5 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
I honestly have no idea of how all those files work. But I still have a savegame in battlescape that is in one of those missions. So if anyone wants to have a look at those files...&lt;br /&gt;
&lt;br /&gt;
I forgot to mention: I reloaded a geoscape savegame shortly before the battle to recreate the bug, but it seems that reloading in geoscape before the buggy battle eliminates the bug. I guess his should narrow down the possible reasons...&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
Next time it happens, backup the aforementioned files before you start another mission. I&#039;m afraid a savegame wouldn&#039;t be of much help.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 00:54, 7 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Soldiers moved to outside of combat screen ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;ve got a DOS version of UFO:EU, and I&#039;ve encountered a bug in the tactical combat. Sometimes (rarely) a X-COM soldier changes its location on the map on player&#039;s turn start and is placed on outside of the map, one tile north from the (north) border of the field. AFAIR the unit is then selectable (you get the flashing highlight when cursor is above), but is stuck outside of the field. Has anybody encountered this bug? It seems to happen randomly, but more frequently during the terror missions and on early turns (so maybe it&#039;s caused by high number of player/alien/civilian units?). --[[User:Maquina|Maquina]] 08:16, 3 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve never encountered this bug in CE of UFO.  Presuming AFAIR means &amp;quot;As Far As I Recall,&amp;quot; what exactly was the soldier doing?  Any equipment data, location, or stat info might help us pin it down.  Were afflicted soldiers always carrying a specific equipment set or weapon?  Where were they on the map before they got moved?  Did they get bumped a few spaces, or teleported halfway across the Battlescape?  Does it happen more often on a specific difficulty?(Your theory would suggest this would happen most commonly on Superhuman)  Against a certain type of alien?  Best of all, if you can recreate the situation in a game, save the game and then you could upload the save file to the forums or this wiki, and the rest of us could take a look for ourselves and the code divers could root around for the cause. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:03, 3 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve had this happen to me several times in UFO and TFTD. I don&#039;t know if it&#039;s specific to the Dos version or if it can happen in the CE as well. Sometimes the soldier ends up beyond the boundary of the map right at the start of the mission, at other times it happens after you load a game. This game is glitchy, which is the source for so many of its bugs, so your soldier&#039;s coordinates are probably getting corrupted to the point where they are -1 on either the X or Y axis of the maps&#039;s normal boundaries. For me it&#039;s commonly along the top edge of the map. I don&#039;t ever recall it happening mid-mission, only at the start or after a load. I cannot faithfully say whether it happened with or without XComutil, but that could be one of the possibly many causes for this. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t play UFO often, so I rely on just several campaigns played. This happens rarely (I&#039;ve encountered this bug twice in my last campaign with ~80 missions played), but if you haven&#039;t seen this happen then it probably doesn&#039;t show up in the CE edition. In my experience the soldier is moved always beyond the north/top map border. I think (but I&#039;m not sure) that this affects the first soldier from the team more commonly than others (or maybe even exclusevily?). The equipment/armor carried is probably not relevant, since the units moved this way don&#039;t have any special stuff, and this bug shows up on different stages of the gameplay (ie. sometimes when you have ordinary rifles, sometimes when all your units got heavy plasmas and power suits). --[[User:Maquina|Maquina]] 04:12, 4 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MY ramblings have been moved to my discussion page&#039;&#039;&#039; [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
==Great Circle Route==&lt;br /&gt;
&lt;br /&gt;
Should we have the Great Circle Route bug noted on this page at all?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:33, 6 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: what is the great circle route? [[User:Jasonred|Jasonred]] 07:56, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Pick two points on a globe, then hold a thread or string taut at those two points.  That practically minimizes the length of the thread/string on the globe.  You&#039;re now looking at a great circle arc (or route), the shortest distance between two points on a globe. -- [[User:Zaimoni|Zaimoni]] 11:15 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Just as a line is the shortest distance between 2 points on a flat plane, a great circle is the shortest distance between 2 points on the surface of a sphere. The bug, by the way, is that aircraft in the game &#039;&#039;don&#039;t&#039;&#039; follow this shortest, &amp;quot;great circle&amp;quot; route. [[User:Spike|Spike]] 12:38, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: What a grand sounding name, for something so simple, lol. ... I thought you were talking about when you tell your soldiers to go from point A to point B, and for some reason they figure that Zone A and Zone B are really far apart, despite actually being side by side. (I shot a hole through a wall, clicked to walk to the other side, and my idiot soldier walked one big circle... to use the door! And got ambushed and killed by an alien. ... dum dum DUMB DUMB.)&lt;br /&gt;
:: Even the more modern games have problems with their pathfinding algorythms. Admittedly, games like Baldur&#039;s Gate had to do it in realtime.&lt;br /&gt;
:: On a semi-related note, I remember this guy called E-man, he was chasing a guided laser beam that was going to kill his girl, around the world, but he couldn&#039;t outrun it since he couldn&#039;t break the speed of light, only equal it by changing into a Laser himself. So... inspiration! He turned into a very powerful laser, and made a shortcut THROUGH THE EARTH... the straight line beats the great circle route, lol.&lt;br /&gt;
:: Thanks for the reply guys [[User:Jasonred|Jasonred]] 15:56, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Added to article. [[User:Spike|Spike]] 16:41, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Bug not listed: Missing soldiers during base defense==&lt;br /&gt;
&lt;br /&gt;
I encountered an interesting bug concerning base defense missions:&lt;br /&gt;
My base got attacked while about 30 soldiers and 10 HWPs were present. The usual equipment assignment screen was skipped and the mission started instantly with only the HWPs spawned at the map. Not even a single soldier bothered to show up... *sigh*&lt;br /&gt;
Although this turned out to be in my favor (you should have seen the puzzled Ethereals trying to panic my tanks) I´d like to avoid this bug if possible. I was able to reproduce this bug several times and with different bases. &lt;br /&gt;
Can anyone explain this bug and/or tell me how to avoid it?&lt;br /&gt;
&lt;br /&gt;
Game version: Collectors edition. - [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Well, ideally, we need to know what your base&#039;s construction was to be sure of this, but I think the most likely circumstance is that the HWPs took up all the spawn points.  HWPs have maximum priority for spawning(followed by Soldiers, and then Aliens), so if you have enough of them garrisoning a base, it&#039;s entirely possible that soldiers and aliens won&#039;t spawn.  However, this doesn&#039;t explain why the soldiers didn&#039;t start stealing the Alien spawn points...in any event, you might want to take the save game file, zip it up, and get ready to email it.  I&#039;m sure [[User:Zombie|Zombie]] would be quite interested.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:28, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
It&#039;s not the spawn points, it&#039;s a [[UNITPOS.DAT]] limitation. A maximum of forty records (out of the total of eighty) are allocated for your units, and tanks (which take up four records each) get first pick. Having ten tanks means there&#039;s no room left for anything else.&lt;br /&gt;
&lt;br /&gt;
Ditch one HWP and you should see four units take it&#039;s place. - [[User:Bomb Bloke|Bomb Bloke]] 16:42, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I´ll try with a decreasing number of tanks and report the results. As I wrote above having only HWPs isn´t too bad dependent on what enemy is attacking. [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This should be mentioned in the [[ExploitsE#Base Defence Mission Spawning Issues]] section. The Bugs/Exploits really need to be sorted and consolidated. - [[User:NinthRank|NinthRank]] 16:57, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The limitation to 40 records seems to be the case; each tank I dumped got replaced by four soldiers. &lt;br /&gt;
So this can be used to effectively manage unit combination. Thanks for the quick replies! [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
==Bug not listed: Ufo Gold (Windows Vers. abandonia.com) crashing when plasma defense is finished==&lt;br /&gt;
&lt;br /&gt;
I recordnized this bug a few times now. (with hacked AND unhacked game)&lt;br /&gt;
If i place a plasma defense in 7 bases at the same Time and they are finished at the same Time, the game crashes sometimes.&lt;br /&gt;
In hacked game, it seems to crash even more when Alien containment is finished, plasma defense, shield defense...etc.&lt;br /&gt;
couldnt find it here...greetz&lt;br /&gt;
&lt;br /&gt;
: I somehow doubt the sourcing is the issue.  [You may want to fund the next XCOM series game with a Take2 re-release of UFO :)]  More generally: the game only reports the construction of a given type of facility &amp;lt;b&amp;gt;once&amp;lt;/b&amp;gt;, no matter how many bases it completes at simultaneously.  I&#039;ve only tested this &amp;lt;i&amp;gt;in vivo&amp;lt;/i&amp;gt; with three-of-a-kind at once across six bases, however.  It does seem reasonable that some sort of counter of undisplayed completions would &amp;quot;overflow&amp;quot; (attaining crash). -- [[User:Zaimoni|Zaimoni]] 10:05, Feb. 28 2008 CST&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve encountered this bug myself with General Stores, actually, not just Plasma Defense(which I never build).  EDIT: Some quick tests seem to show that there&#039;s a chance the game will crash any time two base facilities are done at the same time, regardless of whether they&#039;re in the same base or not or if they&#039;re the same facility.(although it seems to happen MUCH more in the event they&#039;re in different bases.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:13, 28 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Soldier Recruiting Bugs Tested ==&lt;br /&gt;
&lt;br /&gt;
Just to note that I have positively tested and replicated the bugs listed under the new(ish) section [[Known Bugs#Soldier Recruiting Bugs|Soldier Recruiting Bugs]]. [[User:Spike|Spike]] 18:08, 19 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Floater Medic Bug==&lt;br /&gt;
&lt;br /&gt;
I have not thus far encountered the Floater Medic Bug; in fact, Floater Medics are often used to fill up my Rogue Gallery with interrogations.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 06:50, 24 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
     Strange, it would always occur in my version. I don&#039;t remember where I got it from, but I&lt;br /&gt;
     know it was a download from the internet. Using the XCom Hack v2.5, I viewed the alien in&lt;br /&gt;
     the Alien Containment edit. I now have Type (race):____, and a Rank: Soldier for the &lt;br /&gt;
     Floater Medic. It might just be corruption, but I do not have the resources to look into&lt;br /&gt;
     it.  [[User:Muton commander|Muton commander]] 19:24, 12 May 2008 (Pacific Time Zone)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve never encountered it either. [[User:Magic9mushroom|Magic9mushroom]] 07:47, 23 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think this only happens in the CE version.  A disassembly of the code reveals that the stack to hold the matrix for what topics have not yet been researched is too short.  It seems that those who ported the code from DOS doubled the local variable sizes blindly. There is already a problem that there are two-few bytes necessary for the entire alien organism section of the UFOpaedia, but double the expected size of the registers and it fills up quite easily unless a lot of autopsies and interrorgations have already been done.  The only other situations that are handled by the same routine are the navigator revealing mission data or engineers revealing ship data, but there isn&#039;t enough topics in either section to overflow the stack variables. - [[User:Morgan525|Tycho]] 08:27, 22 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Strength Overflow==&lt;br /&gt;
&lt;br /&gt;
During one of my games with TFTD I noticed a really annoying thing happen during battles.&lt;br /&gt;
As my troops rose up the &#039;stat.&#039; ladder they got better and better (as you&#039;d expect), until they hit about 50 strentgh and completely lost the ability to throw anything.&lt;br /&gt;
Even trying to throw something tiny like a grenade or flare into the adjacent tile resulted in the &#039;Out of Range&#039; message being displayed.&lt;br /&gt;
&lt;br /&gt;
Anyone come across this before?&lt;br /&gt;
This was in TFTD CE.&lt;br /&gt;
[[User:Tifi|Tifi]] 07:55, 27 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:This is fairly well documented.  The pathfinding algorithm for throwing objects will balk if anything is in the way of the throw and refuse to allow you to throw.  What&#039;s happening is that your soldiers have become so strong that their throws are intercepting the &#039;ceiling&#039; of the Battlescape(the top of L3), and as such the game thinks that the throw is blocked(because in order for the throw to complete, the object would have to be tossed up to the nonexistant L4).  There&#039;s two ways around this:&lt;br /&gt;
&lt;br /&gt;
:The Normal Way: Try shorter throws, throwing from lower heights, or throwing while kneeling.  Beyond that, possibly get some new troops.&lt;br /&gt;
&lt;br /&gt;
:The Sneaky Way: Manually edit the Strength scores of your soldiers in [[SOLDIER.DAT]] so that they&#039;re back to a usable strength level.  If you set &amp;quot;Initial Strength&amp;quot; (offset 46 decimal or 2E hex) to 0 and &amp;quot;Strength Improvement&amp;quot; (offset 57 decimal or 39 hex) to a value of 50, you can permanently lock the soldiers at 50 strength.  (You can lock them higher than that if you so choose, but not lower.&lt;br /&gt;
&lt;br /&gt;
:Other than this, there&#039;s no workarounds I can think of offhand.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 08:10, 27 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There&#039;s normally no problem with the max level of 70 in open settings. However TFTD has a lot of low ceilings such as in the shipping lane missions and colonies, and the lower ceilings impairs your throwing quite a bit. In addition to shorter throws/kneeling, try moving out from under any overhangs if there is one just above you. - [[User:NKF|NKF]] 12:33, 27 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Bug not listed: Sticking your head through the ceiling ==&lt;br /&gt;
This is something I just discovered: When you step on a small object inside of a building your soldier sticks his/her head through the ceiling and can see what&#039;s upstairs. You can even see the soldiers head coming out of the floor and that soldiers can shoot aliens upstairs. When I did this the alien I saw/shot was facing the other way, but I guess you could get shot if the alien was facing you. [[User:RedNifre|RedNifre]] 17:34, 11 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:That&#039;s not listed under &amp;quot;Bugs&amp;quot; because it&#039;s covered under &amp;quot;Exploits&amp;quot;, right here: [[Exploiting_Collison_Detection#See_Through_A_Ceiling]] [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:26, 11 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t know if it was ever covered anywhere, but there&#039;s this neat trick that might sound similar to the walk-through-&#039;wall object&#039;-wall trick except that it involves your unit climbing slopes. They&#039;ll appear as though they&#039;ve gone up a level, but are actually not on that level. They only visually appear to be there, but are really still on the bottom level. &lt;br /&gt;
&lt;br /&gt;
:: It happens a lot when walking up the desert or forest slopes. I think the trick involves standing on ground level, and then ordering the unit to &#039;move&#039; into the hill rather than setting the waypoint while on level 1. The soldier will move up the slope and perhaps stop on the slope or even reach the top of the slope, but will still appear when you&#039;re only viewing the ground map layer. The soldier is really still on the ground level, but will have elevation offset. &lt;br /&gt;
&lt;br /&gt;
:: One really interesting way of using this trick is in the mountain region. If you can find a cliff face and a low hill nearby, you can literally have your soldier scale the cliff by standing the soldier on the hill, and then walking towards the cliff. It&#039;s ridiculous, but your soldier never quite reaches the top of the cliff tiles, so ends up walking up a slope. &lt;br /&gt;
&lt;br /&gt;
:: On a side note, standing at the top of the ramp of the Skyranger is the same as standing on ground level - you&#039;re only offset a bit. This means that smoke on level 1 and the sides of the Skyranger will not provide protection when you&#039;re at the top of the ramp. &lt;br /&gt;
&lt;br /&gt;
:: On another related note in relation: In TFTD (doesn&#039;t happen a lot in UFO), you might find it difficult to toss grenades onto underwater slopes. To remedy this, raise the level up by one. It might look like you&#039;re tossing at air(and you are), but it&#039;ll get the grenade where you want it. Odd, but true. I must remember to put this in the grenade explanation section. -[[User:NKF|NKF]] 23:11, 11 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Base Defence bug that causes a crash? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know about a bug in a base defence mission that causes the game to crash?  The game keeps crashing on the 4th or 5th alien turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve encountered that myself, but it should be noted that overall, X-COM is not the most stable game and is prone to crashing often at anytime.  The differences between the hardware it was designed for and the hardware we&#039;re running it on cannot be helping matters at all; it&#039;s really a small miracle it even runs without an emulator in the first place(I&#039;ve got games from 1999 that will bluescreen my machine instantly).  As such, I&#039;m not sure it&#039;s worth noting as a bug, since it&#039;s a &#039;game feature&#039;(albeit a detrimental one).  In any case, what&#039;re you doing letting the aliens attack you anyways?  ;) [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:33, 18 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:It sounds like an alien is in one of the outlying locations and attempting to destroy the top floor item. Possibly a radar or defense station. - [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Sources for a DOS4GW transplant ==&lt;br /&gt;
&lt;br /&gt;
I was specifically thinking of the LucasArts Dark Forces demo, but I half-recall the actual source I used when testing that ~1999 was Id&#039;s DOOM. -- [[User:Zaimoni|Zaimoni]] 16:03, 7 August 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Phantom Carried Casualty ==&lt;br /&gt;
&lt;br /&gt;
You are carrying an unconscious soldier in one hand, and the soldier dies of his/her wounds. The dead soldier remains visible on the &amp;quot;left hand / right hand object&amp;quot; battlescape display, but is no longer visible in the inventory display. The problem can be fixed by moving another object into the same hand. &lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen this bug with UFO Extender by [[User:Seb76|Seb76]] - possibly might be something to do with his manipulation of the inventory screen, rather than a general bug. I believe I&#039;ve also seen this with other objects that were being carried in the hands, disappearing from the Inventory screen, but I&#039;m not sure. I don&#039;t think it&#039;s an item limit bug, as XcomUtil shows 40 item slots free. [[User:Spike|Spike]] 08:58, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I think it has to do with the KO units KIA mod.  Its doesn&#039;t take into account units held so when it tries to detemine where to place the corpse, there is no location.  The routine doesn&#039;t undo the item-carried-sprite-ID byte for the holder. -[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Civilians As Enemies to MC&#039;d Aliens ==&lt;br /&gt;
&lt;br /&gt;
I ran across this issue a few times and just wondered if you guys experienced this. I MC&#039;d a part of a Reaper (I always do the lower left for large aliens) on a Terror Site, then moved it a few squares. It suddenly stopped dead in it&#039;s tracks and then the alien spotted indicator increased by 1. When I clicked on the indicator to see where the enemy unit was, it brought me to L2 of the large apartment complex. However, nothing was there. When I sent a Flying-Suited soldier up there to peek in the window (eeek! A peeping tom!) he saw a female civilian standing there. This type of problem has happened numerous times to me so it&#039;s not a once-off thing. Maybe it&#039;s a LOS issue? Or maybe an alien indicator problem? Or a combination of the two? Don&#039;t know, but I&#039;m curious if you guys have seen it. --[[User:Zombie|Zombie]] 23:40, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:There are a lot of major issues with MC&#039;ing  4 square aliens. One of them being that you could accidentally MC an alien far off in the corner of the map, IIRC? Anyhow, maybe you should have tried MC&#039;ing all 4 squares of the reaper and see if that changed things. -[[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
The long-range MC of other aliens when Mind-Controlling large aliens is only present in Terror From The Deep, due to a workaround to try and resolve the earlier bugs(and exploits) associated with controlling one square of a large unit at the time.  In TFTD, successfully MC&#039;ing part of a Large unit will also grant you control of the next three units in UNITPOS.DAT, in order.  If you didn&#039;t MC the upper left portion of the large unit(the first UNITPOS entry for any large unit), you can potentially wind up in control of other aliens.  So this doesn&#039;t apply to UFO.  As for Zombie&#039;s issue, never seen it.  And finally...Jasonred, on Talk pages, please indent your statement with colons so it differentiates from other people&#039;s comments, and sign your posts with 4 ~&#039;s, like I will now do. [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:42, 19 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==Elerium Base Bug==&lt;br /&gt;
&lt;br /&gt;
Jasonred: This bug has long since been known about.  Elerium units on the Battlescape can be picked up by shooting away the power source; this one item counts as 50 units, and as such ANY elerium item spawned on any Battlescape counts as 50 Elerium.  This issue with your own Elerium spawning as collectable loot in a Base Defense mission only occurs in older DOS versions, and is at the whim of the 80 item limit.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:55, 18 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Base defense does not seem to follow the 80 item limit in that DOS version. There are a lot of bugs that have long been known about. However this one was not included in the ufopedia for some reason.&lt;br /&gt;
:Also, the main thing about this bug is that it does not potentially double your elerium stores. It potentially multiplies them 50 times.&lt;br /&gt;
:... First time this happened to me, I was pretty flabbergasted. Here I was being conservative with my limited Elerium, refraining from blowing up UFOs when possible, when I perform a base defense and gain 3000 Elerium from it. Holy spit.  -[[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
Alright, my error.  Thanks for clarifying.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:42, 19 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==HWP Fusion Bomb and SWS PWT Displacer Ammo Manufacturing Cost Bug==&lt;br /&gt;
&lt;br /&gt;
At a cost of $15000, 400 Tech hours, 5 Zrbite, and 8 Aqua Plastics, this is the exact same cost as the HWP Fusion Bomb from X-COM EU, converted over to the equivalent TFTD resources.  As such, it shouldn&#039;t be counted as a bug, since it is clearly what Mythos intended.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:55, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Hmm, in that case maybe it should be treated as a generic game engine issue and not a TFTD specific issue - but I still think it&#039;s a design error. Can you think of any logical reason why the SWS/HWP version of the ammo should be more expensive (in cost and in materials) than both the craft ammo and the (more powerful) personal ammo? It makes no logical sense. Hence I think it&#039;s a design error. Nothing can be inferred from the fact it&#039;s unchanged from XCOM-EU, that doesn&#039;t imply any deliberate decision. It could just be the replication of an original error in XCOM-EU. [[User:Spike|Spike]] 11:17, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: I can think of a logical reason to justify this: X-Com doesn&#039;t understand the technology as well as the aliens do (which is obvious, given the length of time each side has known the tech). Handheld Blaster/Blaster Bombs are just a copy of the alien design and therefor relatively cheap and efficient, but that can&#039;t be mounted on a turret. So X-Com has to make a new design, and they obviously didn&#039;t do that good a job as the aliens would have done. This explains Tank/Plasma being weaker than Heavy Plasma too. (Why is FBL Craft ammo cheaper than the tank ammo though? Maybe X-Com gave up on/simplified the guidance system and made it just a &amp;quot;dumb&amp;quot; cannon shell/torpedo instead which doesn&#039;t have multiple waypoints? Or maybe they just did a better job there?). [[User:Cesium|Cesium]] 04:07, 25 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whilst we discuss it, I&#039;ll park my original text in here:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Displacer/PWT ammo cost bug - at over $100,000 total cost per round, the ammunition for this SWS weapon is far more expensive to manufacture (both in money and rare materials) than the equivalent ammo for the Aquanaut-carried Disruptor Pulse Launcher, or the craft-based Pulse Wave Torpedo, despite being less powerful than either. This would seem to be a design mistake.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See Also [[Talk:Displacer/PWT]]&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t like the higher cost either, but I think it&#039;s a tradeoff of expense and quality for the convenience of portability. Sort of like an MP3 player to the gramophone... or maybe that&#039;s not a good comparison. -[[User:NKF|NKF]] 13:43, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
A better comparison might be a desktop computer to a laptop.  As a general rule, laptops are more expensive, but a similarly priced desktop gives you more power.  Desktops are cheaper and offer power, laptops are more expensive and offer portability(though the gap is rapidly narrowing).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:49, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:I think those are good analogies. But they don&#039;t apply in this case. To continue your analogies: We are paying mainframe prices for a clunky desktop that has only laptop processing power, and we&#039;re buying a mainframe for desktop prices. The vehicle version (&amp;quot;desktop&amp;quot;) - is &#039;&#039;less&#039;&#039; portable and &#039;&#039;less&#039;&#039; powerful than the personal version (DPL = &amp;quot;laptop&amp;quot;), &#039;&#039;less&#039;&#039; capable than the craft version (&amp;quot;mainframe&amp;quot;) - and costs &#039;&#039;more&#039;&#039; than either of the others in total cash and in materials. In particular, it makes no sense that the small missiles on the SWS use up &#039;&#039;more&#039;&#039; of both Zrbite and Aqua Plastics than the Craft version. Do we really think it&#039;s logical that a tactical battlefield round, less powerful than its man-carried equivalent, takes more explosive and structural material to produce than both the more powerful man-carried version and also more than the air-to-air round that has 60km range and can take down a major alien combat craft? There is a clearly perverse bang-per-buck here, on every measure. My sincere belief is that this was an original mistake in the XCOM-EU engine that got copied into TFTD as well. The craft round should have the higher base price, but the material requirements that are currently assigned to the SWS/HWP round. It&#039;s debatable whether the SWS/HWP rounds should be more expensive than the man-carried rounds. But what I don&#039;t think is debatable is that is not logical for the SWS/HWP rounds to be more expensive than the craft rounds. It&#039;s clearly a mistake. Even in game balance terms, the only thing the HWP/SWS rounds have going for them is conserving &amp;quot;80-Item Limit&amp;quot; space, which I severely doubt was ever a game design consideration since it&#039;s just an awkward programming compromise. Any advantage inherent in the HWP/SWS is already reflected in the very high platform cost - there is no need to inflate the ammo costs as well. The bottom line is that a round for a (mini-)tank does not cost more, does not use more materials, than the same type of round for a long range anti-aircraft weapon that has much greater damage capacity and penetrating capacity. [[User:Spike|Spike]] 14:35, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to add this to the bug list now. [[User:Spike|Spike]] 16:06, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Still don&#039;t think this is a bug though. Just because it&#039;s more expensive to manufacture than the hand-held or craft-mounted ammo, it doesn&#039;t mean the stats are wrong. Perhaps the programmers wanted to balance the tactical portion of the game a little more by making the ammo cost more for tanks. It doesn&#039;t have to be logical to be intended. Now if you had proof which said that the ammo was supposed to cost less but the stats were wrong, then yes, I&#039;d agree. So if you boil it all down it comes to a disparate logic issue, not a bug.--[[User:Zombie|Zombie]] 21:31, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::I have to side with Zombie here.  While the ammo may be disproportionately expensive, by the definition used on the rest of the page for bug, it doesn&#039;t fit.  All the other bugs are errors in program logic or function or routines that are unintentional problems with the game, most of which are not warned of ahead of time.  The ammo for the tank costs exactly what is listed and operates entirely as intended, whereas the rest of the bugs are not intended game features.  Even if the numbers were entered wrong, that would be a data entry error, not a program bug.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:28, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:If it was a data entry error, I&#039;d consider that a type of bug... assuming we had proof of the goof so to speak. LOL. --[[User:Zombie|Zombie]] 00:49, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: It feels too specific an entry to be a data entry error. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m reminded of the high explosive. I know, I know - it&#039;s not an exact parallel to the FBL issue. A High Explosive is practically two grenades. Double weight, double bulk. Slightly above two times the damage. However, it costs five times the price of a standard grenade. Even though you&#039;re paying more for not-as-much, I don&#039;t think that could be considered a bug. A rip off, yes, but not a bug. &lt;br /&gt;
&lt;br /&gt;
:: Here&#039;s a thought: Think about the immediate benefits each of the two controversial ammo types give back to you. Aircraft ammo = activity points. Tank ammo = loot. Yes, I know that aircraft ammo also generate crash sites, but you still have the ground combat to contend with. &lt;br /&gt;
&lt;br /&gt;
:: One other thought: With careful management of your ammo, you&#039;ll probably never spend any elerium on the handheld version&#039;s ammo. Could it be the handheld that&#039;s really at issue here rather than the others? In the end I feel that it doesn&#039;t really matter. -[[User:NKF|NKF]] 03:38, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m with Zombie that a data entry error is a bug (we have other examples), but also agree some proof is probably needed. And I agree with NKF that in the scheme of things, it doesn&#039;t really matter much. I don&#039;t think the HE pack is a good comparison (though the HE pack should be heavier) as it&#039;s reasonable to pay disprortionately more to get additional power at the same tech level. The fusion weapons are a case of paying more to actually get &#039;&#039;less&#039;&#039; power. I am not bothered by the handheld vs vehicle balance, not least because the game generally makes handheld weapons better than their vehicle equivalents, so I can accept that as an across-the-board design decision. &lt;br /&gt;
&lt;br /&gt;
: I can also see a game balance argument &#039;&#039;if&#039;&#039; we believe that Fusion Tank ammo is more of an overall game-winning weapon than craft Fusion Bombs. But I&#039;m not sure I agree with that statement. And even if it&#039;s true, and there&#039;s a game balance argument (in which case it would apply equally to handheld Fusion launchers), it&#039;s still illogical. The less powerful, battlefield warhead should not cost massively more in exotic materials than the much more powerful air to air warhead that brings down Battleships. I agree though that just because it&#039;s illogical does not prove it&#039;s a bug (i.e. unintended). [[User:Spike|Spike]] 07:48, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Ok we more or less seem to be in agreement that this isn&#039;t a bug, but it is very confusing/illogical. Maybe we can shift the &amp;quot;bug&amp;quot; text from the article page and roll that into the [[Hovertank/Launcher]] and [[Displacer /P. W. T.]] pages now. Feel free to combine any text from the discussion above if necessary. --[[User:Zombie|Zombie]] 09:22, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Unless we can &#039;&#039;prove&#039;&#039; it&#039;s a data entry error (unlikely), how about calling it an &amp;quot;Anomaly&amp;quot; instead of a bug? [[User:Spike|Spike]] 10:59, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Looks like plain old game imbalance to me.&lt;br /&gt;
The way I see it, Hovertank Plasma and Launcher were meant to be stronger. Much much stronger. Let&#039;s look at Tank Cannon, Launcher and Laser. The logic is that it&#039;s a tank mounted weapon, so the tank can carry a much larger and more powerful version of the same weapon, right?&lt;br /&gt;
It&#039;s pretty stupid that a Hovertank Plasma is weaker than the Heavy Plasma... you could just mount a Heavy Plasma on a Hovertank and get them exactly equal. In fact, I suspect that the hovertanks were ALSO meant to have more powerful weapons than the man-portable versions.&lt;br /&gt;
Unfortunatly, the game designers then realised that this made the hovertanks far too powerful. So... the programmers nerfed the power of the hovertank weapons. BUT they forgot to lower the ammo costs. [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 11:20, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Well you are opening up a much larger issue there. The Fusion weapons are an anomaly, an inconsistency. But handheld weapons are more powerful than equivalent vehicle weapons across the board, consistently. So that looks like a deliberate design decision, not a mistake. [[User:Spike|Spike]] 17:33, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: There are two exceptions to the rule: Tank/Cannon: 60AP vs. Heavy Cannon 56AP. Tank/Laser: 110 Laser vs. Heavy Laser: 85 Laser. The hovertank\plasma only differs by a measly 5 (an extra 0 - 10 damage, which means a lot vs. UFO inner hull armour). I guess the trend here was to moderate the area effect tank strengths. -[[User:NKF|NKF]] 23:22, 26 February 2009 (CST) &lt;br /&gt;
&lt;br /&gt;
I&#039;d have to agree with you there Spike. This wasn&#039;t a mistake, however odd it may seem. It was a deliberate attempt to try and balance the game. Below is a table I created ages ago for my (now defunct) strategy guide detailing the HWP&#039;s and what handheld weapon corresponds to it. When you stick them side-by-side, it really becomes apparent that the programmers were trying to base the HWP weapons off the handheld weapons somewhat. The only thing that doesn&#039;t follow a nice and distinct scheme is the damage. That&#039;s what is the clincher. --[[User:Zombie|Zombie]] 20:26, 26 February 2009 (CST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Tank Type&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;DAM&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Snap&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Aimed&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Aimed&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Snap&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;DAM&amp;lt;/th&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot; width=&amp;quot;140&amp;quot;&amp;gt;Handheld&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Tank/Cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Heavy Cannon&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rocket Launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;115%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;115%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;87.5&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Rocket Launcher&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Laser Cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;84%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Heavy Laser&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Hovertank/Plasma&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Plasma Rifle&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Hovertank/Launch&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;140&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Blaster Launcher&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;AP rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Average between the Small and Large Rocket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Hold up! Tank rounds do 60AP. -[[User:NKF|NKF]] 23:22, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
So what&#039;s wrong? The table says 60 for the Tank/Cannon and 56 for HC-AP. Those are correct, no? --[[User:Zombie|Zombie]] 23:41, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Sorry, didn&#039;t realise it was two tables side by side (or rather mirrored). Eyes only noticed the left side of the table. -[[User:NKF|NKF]] 23:53, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: If the Hovertank Launcher did 200 damage, or worse if the Hovertank Launcher did EVEN MORE damage than the Blaster Launcher... that would make them easily the most deadly things on the map. As it is, the hovertank launcher is already pretty overpowered, even with 140 power.&lt;br /&gt;
&lt;br /&gt;
I might be six years late here, but I think there could be an explanation for this in RL physics &amp;amp;mdash; indeed, in RL nuclear weapons programs. Incoming wall of text.&lt;br /&gt;
&lt;br /&gt;
There are two sorts of nuclear reactions that produce energy: fission of large nuclei, and fusion of small nuclei. Fission can occur under normal temperatures and pressures, but involves a neutron chain reaction. As such, fission devices have to have a certain mass of fissionable material (the &#039;&#039;critical mass&#039;&#039;) so that the neutrons stay in the material and cause more fission rather than escaping; this means that such devices cannot be scaled down below about suitcase or large backpack size (not all of this is actually nuclear material; rather, most of it is conventional explosives used to rapidly assemble the supercritical mass from subcritical masses). They also produce large quantities of radioactive fallout, which is problematic. Fusion, on the other hand, requires extreme temperatures and pressures, but does not necessarily require a neutron chain reaction. This means that they can theoretically be scaled down to much smaller sizes... except that the only available compact source (ie, not building-sized) of those extreme temperatures and pressures is the detonation of a fission bomb. Thus, all known fusion weapons currently in existence involve a relatively-small fission stage that detonates a much more powerful fusion stage.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Holy Grail&amp;quot; of nuclear weapons research is what&#039;s called a [[wikipedia:Pure fusion weapon|pure-fusion weapon]]. Because it has no fission stage, a pure-fusion weapon would release little fallout (note here that fallout is material that emits radiation long &#039;&#039;&#039;after&#039;&#039;&#039; the detonation; a pure-fusion weapon would emit copious amounts of deadly neutron radiation when actually used, but that would dissipate within seconds) and could be scaled down to grenade-launcher size (though it would obviously be far more powerful than a conventional grenade). They would be far easier to produce, as well; producing weapons-grade uranium and plutonium requires large and powerful isotopic separation equipment and/or a full-sized nuclear reactor, whereas deuterium can be extracted from water with trivial ease and lithium and tritium are relatively simple to obtain and make respectively. The main issue is that while the pressures required to confine the fusion material during the reaction are achievable with chemical explosives, the temperatures necessary for fusion are emphatically not. You need a stronger initiator; some material with a higher energy density even than plutonium. In RL the only initiator strong enough is antimatter &amp;amp;mdash; hard to produce and contain, to say the least &amp;amp;mdash; but the aliens in X-Com have a source that&#039;s stored far more easily... Elerium.&lt;br /&gt;
&lt;br /&gt;
I posit that the &amp;quot;fusion&amp;quot; line of weapons in X-Com are exactly what they&#039;re named: tactical fusion bombs, made possible by an Elerium detonator. (A more controlled reaction on those lines &amp;amp;mdash; a fusion reactor with Elerium-spiked fuel &amp;amp;mdash; in UFO Power Sources would also explain the discrepancy between the calculations based on fuel efficiency and the lack of city-killer blasts when a Power Source&#039;s Elerium cooks off.)&lt;br /&gt;
&lt;br /&gt;
Given the assumption that &amp;quot;fusion&amp;quot; weapons are indeed fusion weapons, with Elerium serving only as a detonator, the oddly high Elerium cost of the Hovertank/Launcher&#039;s ammunition is finally explainable. The HWP Fusion Bombs are, literally, smaller than Blaster Bombs and craft Fusion Balls (presumably because of size constraints in the launching mechanism in tanks). Having less explosives to compress the fuel means you need an even higher temperature to compensate &amp;amp;mdash; thus, more Elerium detonator &amp;amp;mdash; but because the actual power of the bomb is mostly from fusion and not Elerium decomposition, the yield is still lower.&lt;br /&gt;
&lt;br /&gt;
I intend to remove this from the list of Known Bugs on this basis if nobody can find a hole in my logic. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:03, 17 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll have to disagree.  Your argument while interesting, is just supposition and an attempt to give validation by taking ideas (that the developers probably never considered) to justify a flaw, very much in the same manner as those who try to explain why UFOs do not respond in interceptions. In truth, like many of the other bugs listed here, they are the result of issues caused by the time constraints the Gallops where under.  Much of the production/buying/selling aspects of the game have game balance issues and don&#039;t make sense when cross referenced to other similar elements in the game and/or their overall effect to either combat or the strategy layer, especially in regards to the game&#039;s economics.  [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 05:06, 17 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Why would they match up in terminology with the actual use to which any military would put Elerium by accident? Because, no shit, if a military got their hands on a substance with Elerium&#039;s properties this is literally exactly what they&#039;d do (at least as far as explosives go). I can cite a paper talking about the superiority of antimatter-fusion weapons to pure antimatter weapons if you want; the title is &amp;quot;Fourth Generation Nuclear Weapons: Military effectiveness and collateral effects&amp;quot;. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:21, 17 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:quote all the sources you like, it still doesn&#039;t explain the waste in the manufacture process.  With elerium being such a &amp;quot;scarce&amp;quot; resource, there is no logic in producing something that require more elerium and delivers less of a battlefield effect. It would be more logical and efficient to have had the platform fire regular blaster bombs, since they only require 3 elerium not 5.[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
::IMHO, any logic argument can be presented to why those HWP Elerium Bombs should cost less/more or be more efficient. That is not the point here. A bug is when a game feature is working improperly or/and is causing technical issues, either due to limitations, insufficient testing, whatever. Design choices are a completely different matter: the Heavy Laser is a nearly useless weapon due to its stats but no one ever considers it to be bugged due to its stats. It was a choice, that was slightly changed on TFTD with the Heavy Gauss. To consider the stats of the HWP Fusion a bug then you&#039;d have to label a lot of choices as bugs when they are simply design choices. You may not agree with them but that doesn&#039;t make them bugs in the generally accepted definition of the term. And quoting Arrow Quivershaft on the top comment of this discussion: &amp;quot;At a cost of $15000, 400 Tech hours, 5 Zrbite, and 8 Aqua Plastics, this is the exact same cost as the HWP Fusion Bomb from X-COM EU, converted over to the equivalent TFTD resources. As such, it shouldn&#039;t be counted as a bug, since it is clearly what Mythos intended&amp;quot;[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:35, 25 April 2015 (EDT)&lt;br /&gt;
::Also, the consensus until now expressed by several people that previously discussed this is that this is not a bug. The main supporter of the bug argument seems to be Spike at the beginning but during the discussion but halfway the discussion he says: &amp;quot;I agree though that just because it&#039;s illogical does not prove it&#039;s a bug (i.e. unintended)&amp;quot; [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:54, 25 April 2015 (EDT)&lt;br /&gt;
You don&#039;t get to claim benefit of the doubt here, Tycho. All game features are assumed to not be bugs unless there is compelling evidence presented otherwise. You claim this is a bug based on the suppositional logic that more powerful weapons should cost more and almost nothing else. The price wasn&#039;t altered (and neither was the power) in TFTD, so there&#039;s no evidence of mistake there (as an aside, the Displacer/Sonic having its power listed as 130 when it&#039;s 110 in the game engine clearly &#039;&#039;is&#039;&#039; a bug). The only bit you might be able to interpret that way would be the description of the Hovertank/Launcher&#039;s weapon as causing &amp;quot;immense devastation&amp;quot; compared to the description of the Blaster Bomb as &amp;quot;highly powerful&amp;quot; (the potential implication being that the HWP Fusion Bomb is stronger), but that&#039;s iffy at best since there&#039;s hardly a graded table of adjectives in use and on those very same pages in the UFOpaedia it lists the damage of each weapon as what it actually is.&lt;br /&gt;
&lt;br /&gt;
The claim that it&#039;s a bug is based entirely on theorising about yields. I&#039;ve given alternate theorising that would explain the yields (and I already explained that the semi-automatic nature of the Hovertank/Launcher and physical space for its high ammo could justify the need for a smaller round), which undercuts that claim. We can&#039;t know who&#039;s right, but the assumption should always be that the designers knew what they were doing; to assume until proven otherwise that they had no clue is extreme hubris and contempt. Moreover, you are in a minority of one or perhaps of two against a majority of several. Your claim to representing consensus is blatantly false.&lt;br /&gt;
&lt;br /&gt;
Now, I&#039;m going to wait a couple more days to see if anyone comes forward with anything substantive, as I waited a week after my reply to your original non-refutatory dismissal, and then reinstate the removal if nobody puts forward a cogent objection. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:57, 25 April 2015 (EDT)&lt;br /&gt;
:Now that I think of it, though, an &amp;quot;oddities&amp;quot; page where we talk about this, the shitty Heavy Laser/Heavy Gauss, the No More Soldiers limit, and other not-bug things might be in order. It would help to make this page about actual bugs and not about weirdness that is nevertheless clearly as intended. Thoughts? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:04, 25 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:At the time, I didn&#039;t continue the argument as my point was that removing something based on one person&#039;s belief, no matter how cleverly thought out, wasn&#039;t good enough to warrant removing from the list.  (I would have pointed out all the different theories on UFO interception AI, but I see that has already been removed.) I hadn&#039;t read all the discussions because I assumed that no consensus had been reached, similar to the Interception AI discussion.  Mushroom, could have just pointed out that this issue was already settled years ago but no one bothered to removed it from the list, instead of resurrecting a &amp;quot;dead&amp;quot; discussion as though it had not been settled and just stated that the developers intended to discourage the use of this HWP by making the cost of its ammo high. I still don&#039;t agree that the HWP ammo is more efficient and thus justification for its production cost, especially since the developers would have never needed this level of justification or would have had the time to devote to so small an aspect of the game. &lt;br /&gt;
&lt;br /&gt;
:I definitely agree that this page needs to be updated. Another reason I argued so strongly is because so many topics on this page do not fall into the category of bug as has been defined.  I thought this page was also devoted to listing all the illogical aspects of the game due to the lack of enforcement on the definition. [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
::If I only had a dime for each time someone proposes to change something on this wiki, everyone agrees, and then nobody ends up taking action... :) It&#039;s always better to take initiative and edit things. I agree also with an update to this page, and separating bugs from limitations. But definitely no more &#039;this should have been done this way&#039; arguments to present design decisions as &#039;bugs&#039; [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 17:43, 26 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Okay. I&#039;m planning to rip out the following and stick them on a separate page:&lt;br /&gt;
&lt;br /&gt;
:Great Circle &amp;quot;bug&amp;quot; (this isn&#039;t really a &amp;quot;bug&amp;quot; so much as unoptimised code)&lt;br /&gt;
:Side-on Intercept &amp;quot;bug&amp;quot; (ditto, but given UFOs&#039; tendency to alter course suddenly it&#039;s not even particularly unoptimised)&lt;br /&gt;
:Head-on Intercept &amp;quot;bug&amp;quot; (come on, this is just bitching)&lt;br /&gt;
:Instant Getaway &amp;quot;bug&amp;quot; (more an anomaly than a bug)&lt;br /&gt;
:80-item limit (intentional and the rationale is obvious to boot)&lt;br /&gt;
:Purchase limit (working as intended)&lt;br /&gt;
:Soldier recruiting limit (being charged for attempting to buy more is a bug, but the limit itself isn&#039;t)&lt;br /&gt;
:Soldier battlescape limit (there&#039;s a consequence of this which is a bug, the CtD with 10+ tanks, but not the limit itself)&lt;br /&gt;
:Manufacturing Completion Time Display &amp;quot;bug&amp;quot; (you can look at it and see what time it finishes, and it goes down at the right rate; it may seem a little unintuitive but it isn&#039;t &amp;quot;wrong&amp;quot;)&lt;br /&gt;
:Manufacturing Rate Interruption Loss &amp;quot;bug&amp;quot; (more bitching)&lt;br /&gt;
:Manufacturing Rate limit (working as intended; the attempt to get around it in TFTD is bugged, but the EU behaviour isn&#039;t)&lt;br /&gt;
:HWP Fusion Bomb Ammo Cost &amp;quot;bug&amp;quot; (we&#039;re in agreement here it seems)&lt;br /&gt;
&lt;br /&gt;
:There&#039;s plenty that need a tidyup on top of that but as far as the page split itself goes, are we agreed? Also, I&#039;m thinking of calling the page &amp;quot;Anomalies and Game Limits&amp;quot;, opinions? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:58, 3 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DOS4GW - What the heck is it?  ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s been ages since I had to remember this stuff, so those who remember clearer than I do, forgive me if my descriptions aren&#039;t accurate. Hopefully the general idea will come across. &lt;br /&gt;
&lt;br /&gt;
Back in ye olde days of computere gamynge - and where there were more E&#039;s to go around, memory handling was a tricky beast to handle. Computer memory is divided into several different categories. Conventional, extended and I think expanded. I might be jumbling the terminologies for the last two a bit. Doesn&#039;t matter - memory was just cut up into small segments. The two most common memory types to PCs at the time were pretty small but were readily available.  The third one - the most expandable (aka the chip with its massive 4 Megs of RAM you just spent your whole month&#039;s allowance on!), wasn&#039;t as easy to get at. &lt;br /&gt;
&lt;br /&gt;
To get access to the higher memory that was available to the computer, special memory handlers had to be used. Drivers like HIMEM, emm386, etc were used. &lt;br /&gt;
&lt;br /&gt;
DOS4GW is one such handler that lets the game access the computer&#039;s available expanded memory. Lots of games that came out at the time use this. Doom, Duke Nukem 3d, Syndicate, Ultima Underworld, X-Com UFO/TFTD, etc. LOTS of games. Any time you ran a game from the dos console and you saw the Dos4GW message flash by briefly it would be assisted by it (well, it stayed on the screen for ages back when processors were slower!). &lt;br /&gt;
&lt;br /&gt;
It took the hassle out of memory handling and let the game access the available memory on the computer as one big flat block of memory to play with. &lt;br /&gt;
&lt;br /&gt;
So what was meant in the article was to simply replace the dos4gw.exe with a more up-to-date version from another game. I think the way to tell its version was just in the message that it displayed. You can just run the dos4gw.exe file in a console window. It&#039;ll give an error, but the message it shows will indicate its version. UFO 1.4 uses Dos4gw 1.95, for example. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:22, 6 March 2009 (CST)&lt;br /&gt;
:DOS4GW also switched the processor from 16bit to 32bit mode. [[User:Seb76|Seb76]] 13:58, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Clipping ==&lt;br /&gt;
I have a new bug. Its harmless. I have a savegame (EU CE - modified game) which has a sectoid within another sectoid. In the alien turn, one secturd walked off the roof and dropped down &amp;lt;s&amp;gt;onto&amp;lt;/s&amp;gt; into another. (I guess there DNA is indentical afterall, so they &#039;become one&#039; with the world). If you want the savegame (superhuman edited using UFOloader, UFO Mod v1, xcomed, Khor Chin WeapEdit v0.1) drop me a request on the my page somewhere. [[User:EsTeR|EsTeR]] 01:40, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Not something many would encounter, but definitely something that can happen. Units can occupy the same physical space, but the game cannot display them all. It&#039;ll only draw one of them. Actually saw this effect happen back in the early days of XComutil when it gained the ability to manually add new aliens into a battlescape. It did this by slotting them into the same spaces occupied by existing aliens. Then the fun would happen when you saw a couple of Mutons suddenly walk out of a sectoid. Not sure how the game determines who gets hurt when struck by a bullet. May very well depend on the order they are stored in the unitpos.dat file. &lt;br /&gt;
&lt;br /&gt;
: There are a couple of ways you can replicate this in-game, but I can only provide theories on how you could do it. Such as shooting the ceiling above you and letting the unit drop through, or moving a tank off a ledge and getting its non-primary segments land directly on top of another unit. By the way, the rear end of tanks get stuck in walls if you attempt to move north or east off any ledges. -[[User:NKF|NKF]] 02:18, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ok, so as long as others know about this, then all is good. I had never seen it and was doing alot of head scratching until I shot the alien.&lt;br /&gt;
&lt;br /&gt;
== Berserk HWP crashes the game ==&lt;br /&gt;
In the article page it mentions that aliens which go berserk with their integrated weapons will crash the game. This is only true for Mind Controlled aliens (or units under X-COM control) - alien controlled units which go berserk do not crash the game. I tested an MC&#039;d Celatid just now and it doesn&#039;t crash the game either, though it doesn&#039;t immediately go berserk - it waits another turn for some odd reason. Someone want to check this to verify my results? --[[User:Zombie|Zombie]] 20:31, 27 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==HWP Morale Loss==&lt;br /&gt;
&lt;br /&gt;
HWPs have 110 Bravery, which [[Morale#Effect_of_Bravery|normally prevents morale loss]], but I wonder if they can still lose morale due to loss of units with a morale-loss modifier.  It&#039;d depend on how the math is done.  If, for, example, the -20 to morale for a dead unit is static, then multiplied by any [[Morale#Officers|morale loss modifier]], then reduced by 2 for every ten point of bravery, any officer death without another officer on the field will necessarily reduce HWP Morale.  &lt;br /&gt;
&lt;br /&gt;
It all depends on how the equation plays out and when modifiers are added.  For sake of this post, I propose the following as the morale-loss equation: 20*(rank death modifier)-((Bravery-10)/5)*(1.00-Leadership bonus)=Morale Lost.  (Rather than using 22 as a base, I&#039;m going to assume Bravery is internally decremented by 10 for this equation as 0 Bravery is impossible without editing and it makes the math easier for the purpose of the example.)&lt;br /&gt;
&lt;br /&gt;
It makes sense to me that rather than having 110 bravery hard-coded as an exception to &amp;quot;No morale lost&amp;quot;, it simply works the same way in the normal equation, but is high enough that it negates most morale loss events, as even if an officer is killed, another officer is usually left on the field to help negate the penalty.  That said, if a large portion of the team is wiped out at once, any surviving officers may not be able to negate it all, allowing tanks to start having noticeable morale loss.&lt;br /&gt;
&lt;br /&gt;
So with the death multipliers, we can determine that every XCOM officer killed has a set death value.  Rookies and Squaddies are -20, Sergeants are -24, Captains are -26, Colonels -30, and Commanders -35.&lt;br /&gt;
&lt;br /&gt;
For example, under this theory, if a Sergeant is killed with no other ranked units on the field, a Squaddie with 50 Bravery would lose 16 Morale.  (20*1.2-(50-10)/5*1.00=16).  A HWP would, at the same time, lose 4 morale.  The Sergeant&#039;s death is worth -24 Morale, and without another officer on the field to ameliorate the loss, the Tank&#039;s bravery only can &#039;absorb&#039; 20 points of the morale lost.  If it was instead the Commander lost, with no other officers on the field, the HWP would lose instead 15 points of morale, given that a Commander&#039;s death (20*1.75) is worth a whopping 35 points of morale loss if no other officers are present.&lt;br /&gt;
&lt;br /&gt;
And if you have, say, four colonels and the Commander on rear/psi duty, and some alien flings a grenade or a blaster bomb into the back of the Skyranger and blows all three of them up and they were the only officers, the HWP has now lost 55 morale, which gives it a 10% chance of panicking/berserking on the next turn!&lt;br /&gt;
&lt;br /&gt;
In the end this&#039;ll probably need to be tested for accuracy, but those are my thoughts right now.&lt;br /&gt;
&lt;br /&gt;
Also, for the record, most units that berserk go to 255 TUs while still using the original TU-expenditure calculations; it&#039;s part of what makes berserk units so dangerous. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:34, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:Tested it under vanilla CE. Took a squad out containing just about every rank there is (commander + colonel + captions + sergeants), plus a tank. Blew up and killed all soldiers with a single blaster bomb shell, leaving just the tank, which lost no morale (sorry).&lt;br /&gt;
&lt;br /&gt;
:I also brought a group of rookies along with a single commander + tank, and killed just the ranked unit. Tank lost no morale. A rookie with 60 bravery lost 17 (which matches the loss predicted by the formula currently on the morale page), whereas under your formula he should&#039;ve lost 25.&lt;br /&gt;
&lt;br /&gt;
:Still, you&#039;re on the right track. I&#039;ve long had my own theory as to why tanks have been known to lose morale. Take a look at [[UNITREF.DAT#42|UNITREF.DAT[42]]] - this is the offset that stores a unit&#039;s rank. Notice something? The value gets higher as the X-COM unit&#039;s rank gets higher. Works in &#039;&#039;reverse&#039;&#039; for aliens, for whatever reason. I sorta figure it&#039;s so killing a mind controlled alien commander doesn&#039;t mess with your morale too badly, but there&#039;s a big problem with that theory and you can probably tell what it is...&lt;br /&gt;
&lt;br /&gt;
:If the highest this figure gets for an X-COM unit is 5 (commander rank), then a killing a mind controlled alien &#039;&#039;terrorist&#039;&#039; with a rank value of &#039;&#039;7&#039;&#039; should net an even higher morale loss penalty. And indeed it does - I took a rookie and a tank to a terror mission, mind controlled and killed a terrorist, and the tank lost 10 morale. Guess it would&#039;ve lost six if I&#039;d taken a commander instead of a rookie, but that&#039;s still something.&lt;br /&gt;
&lt;br /&gt;
:Note that the formula on the morale page does &#039;&#039;not&#039;&#039; account for this - it states that at bravery 110 the alien&#039;s death loss multiplier would always be applied to a base morale loss of 0, but that&#039;s obviously wrong. You&#039;re spot on in saying that the base morale loss figures are not totally dependant on bravery, and the &amp;quot;death loss&amp;quot; penalty is applied first. Would probably require a few more trials to determine what that penalty &#039;&#039;is&#039;&#039; for alien soldiers and terrorists though. &lt;br /&gt;
&lt;br /&gt;
:Just for kicks, I edited a plasma tank to have 0 morale. It panicked in the normal way (either sitting still or charging off to the SE). When it berserked, the game crashed as soon as I dismissed the status message. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 18:54, 12 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Thought I&#039;d give it a spin. I sent a laser tank in with a squad and had it start shooting at team members. Each time it killed an ally, it would lose morale. Once it was under 50 morale, I waited until it panicked. Since I was playing the dos version, the game didn&#039;t crash but I suspect a memory leak of some sort may have occurred that would normally shut down the CE version. What would happen in CE if a soldier were to be edited and granted a tank turret, and then made to panic? Would the game crash? I&#039;m just wondering if it&#039;s related to the weapon as opposed to the fact the tank is a treated as a large unit. -[[User:NKF|NKF]] 00:43, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Ah, friendly fire! Thought I&#039;d tested for that, but obviously not...&lt;br /&gt;
&lt;br /&gt;
::: Oddly enough, now that I try it, I see that the twenty point hit for killing a unit on the same side can be adjusted by the leadership bonus of the victim. Eg, kill a lone commander and his 35% penalty reduction takes the extra morale lost from 20 down to 13 (which is exactly how much a tank will lose, given that it otherwise wouldn&#039;t lose any at all).&lt;br /&gt;
&lt;br /&gt;
::: Of course, this completely messes up my theory about alien soldier/terrorist ranks overriding the 110 bravery score. It doesn&#039;t. My tank &amp;quot;only&amp;quot; lost 10 morale because the alien&#039;s rank acted as a 50% leadership bonus... Though I suppose that&#039;s still interesting to know, because it suggests that keeping a simple alien soldier under mind control is more effective then risking your own commander in the field.&lt;br /&gt;
&lt;br /&gt;
::: I took an otherwise unarmed rookie and assigned him a tank cannon + ammo. He could manually fire this weapon in much the same way a tank can. Forcing him to berserk crashed CE, under DOS he just spun around. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 21:20, 13 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== 80-items limit on CE edition ==&lt;br /&gt;
&lt;br /&gt;
I have the feeling that the 80-items limit does not apply to the CE edition and is instead a 110-items limit (at least during base defence). Can anyone confirm? [[User:Seb76|Seb76]] 16:24, 24 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe this limit was increased for TFTD. Maybe it was also increased for the CE edition of UFO, and only ever applied to the DOS edition of UFO?? [[User:Spike|Spike]] 20:03, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Paying for Dirt in TFTD ==&lt;br /&gt;
&lt;br /&gt;
I have the steam version of TFTD and am unable to replicate this bug.  Testing with the starting base, I dismantled a few modules, added up my income and expenses, and it reconciled with my cash at the beginning of the next month.  I even tried again, dismantling every module except the access lift, and once again saw no income discrepancy.  Am I missing something, or is it possible this bug was actually fixed in TFTD?  --[[User:Jewcifer|Jewcifer]] 12:18, 16 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;twas probably fixed. It would indeed be helpful to add a small note to bugs on this page which are EU-specific but not obviously so (like this one). - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 17:14, 16 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Every now and then I get the urge to test some of the more important bugs myself in my steam version of TFTD.  Perhaps I will make a more complete effort and record the results somewhere on the wiki. --[[User:Jewcifer|Jewcifer]] 12:08, 21 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Paying for dirt: Source of bug discovered! ==&lt;br /&gt;
&lt;br /&gt;
Well, I never have read this anywhere (which kind of strikes me as odd, thinking of how obvious this one seemed to me...  And i have NO programming background whatsoever), so I&#039;ll post it here, hoping that there are still some active members willing to try and verify my findings. If so, please comment here, because then I will inform bladefirelight to include this in any upcoming xcomutil release. If it had been discovered before, well then I just wasted some time here. Comment below, I will delete this entry.&lt;br /&gt;
&lt;br /&gt;
As the main bug page mentions, when dismantling a facility still under construction the premium will only be paid once it would have been finished. This suggests some connection between paying the premium and building time. Looking into the infos here: [[BASE.DAT]], I quickly discovered what the problem was: When a facility is dismantled, the Bytes related to the location of base facilities are updated correctly. HOWEVER the game omits to update build time to FF (which is &amp;quot;will never finish&amp;quot;, an entry only found on unused squares). If the facility is finished when it is dismantled (or destroyed during combat), then the 00 in the build time byte will stand. If it was under construction, the value indicating the remainig build time will continue to tick down towards 00 as if the facility was still there.&lt;br /&gt;
&lt;br /&gt;
Now at the end of the month the following seems to happen: The game checks for ANY 00 entry in the build time bytes, and if there are 00 entries, it will look up in the location bytes the type of structure to determine the amount of maintenance for that 00-construction-time-square. When it finds &amp;quot;dirt&amp;quot;, then it will charge the 80 grand (my guess would be that those are somewhere hard-coded).&lt;br /&gt;
&lt;br /&gt;
This explains all phenomena related to this bug, like a dismantled hangar costing 320.000 grand or the premium only popping up after the build time of a dismantled facility that was under construction has expired.&lt;br /&gt;
&lt;br /&gt;
Now the fix is pretty easy: Open the BASE.DAT in a hex-editor and change the bytes in question to FF!&lt;br /&gt;
&lt;br /&gt;
== Minimized Interceptor Bug (Ufo CE) ==&lt;br /&gt;
&lt;br /&gt;
Maybe this bug is not just related to saving, because I had a similar problem last night. The game didn&#039;t crash, but it kept restarting the same Battlescape mission.&lt;br /&gt;
One Avenger (A-3) was pacing a Battleship, while another Avenger (A-1) was sent to pick up the pieces of a Terror Ship that had been shot down by an Interceptor. Despite having no weapons (oversight on my part), A-3 wanted to attack the Battleship, but I minimized the screen, hoping it would land.&lt;br /&gt;
While the screen was minimized, A-1 landed at the Crash Site from the Terror Ship and started this mission. Right after finishing it, I got the message that A-3 was ready to land next to the Battleship. Happy that I&#039;d get the loot, I started the mission.&lt;br /&gt;
After cleaning it out, I got the usual Loot and Promotion screens and went back to the Geoscape. A few seconds later, I was back in the equipment screen and the Battleship Mission started again. I played it once more, because - hey - additional loot, right? Err... no. At the end, I got the correct Loot screen for this attempt and the very same promotion I had gotten in the first attempt (A Rookie from another base promoted to Sergeant).&lt;br /&gt;
Got back to Geoscape and a few seconds later back to the Equipment screen. I aborted this mission (same Battleship again), got back to Geoscape and - you guessed it - back to the Equipment screen. After aborting this mission as well and getting back to Geoscape, I used the few seconds I had to go to &#039;Options&#039; and &#039;Abort Game&#039;. Maybe I could have made A-3 disengage from the Battleship since I think I saw them both on the Geoscape, a yellow diamond and a red plus, but it was pretty late by that time.&lt;br /&gt;
--[[User:Matzebrei|Matzebrei]] 15:06, 15 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is a known bug. There is a work around. You should patrol the ship with troops and not land... Finish shooting down the other airborne ships first. Then when the ships doing the shooting are returning to base, change patrolling ship with troops to advance to downed ship in order to commence ground combat mission.&lt;br /&gt;
--[[User:JGF|JGF]] ([[User talk:JGF|talk]]) 07:55, 9 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Activity Overflow Bug ==&lt;br /&gt;
&lt;br /&gt;
This is a potentially campaign-ending bug. This was seen in the Steam distribution, DOS version (on Windows 2003 Server EE). Not sure if UFO Extender was being used - probably it was. End of Jan 1999 turn shows an extreme negative/underflow Monthly Rating score, which in turn is caused by extreme overflow of UFO Activity levels. Note that that funding &amp;quot;score&amp;quot; - the increased funding by countries - was very positive at the same time!:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:dissatisfied customers.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UFO Activity, by Areas and by Countries, is literally off the chart. Clearly some kind of integer overflow: &lt;br /&gt;
&lt;br /&gt;
[[File:ufo-areas.png]]&lt;br /&gt;
[[File:ufo-countries.png]]&lt;br /&gt;
&lt;br /&gt;
X-Com activity is also off the chart:&lt;br /&gt;
&lt;br /&gt;
[[File:xcom-areas.png]]&lt;br /&gt;
[[File:xcom-countries.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to the likely outcome that I will lose the game in Feb 1999, it means I can&#039;t use the graphs to detect UFO activity outside of my radar coverage. &lt;br /&gt;
&lt;br /&gt;
I have only seen this bug once, and (probably very unusually) I am running under Windows 2003 Server EE (!!). My hunch would be that&#039;s the cause, Windows 2003 Server is not the best games platform. :)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 07:22, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Further information:&lt;br /&gt;
&lt;br /&gt;
I don&#039;t necessarily lose the game in Feb or March 1999. The Monthly Ratings from Feb onward are just based on the current month, not historical score to-date. However it still greatly increases the risk of suffering from the [[Known_Bugs#Losing_My_Favourite_Game|Losing My Favourite Game]] bug - which also greatly complicates doing too many controlled experiments on this Activity Overflow bug, because a few restores of the saved game quickly leads to X-Com Project termination (and humanity&#039;s doom).&lt;br /&gt;
&lt;br /&gt;
Possibly the Activity Overflow bug is caused by an initial value of the score (or an array of score values) not being correctly zeroed at the start of the game. See this graph, which shows a negative score in May 1998, prior to the start of the game in Jan 1999.&lt;br /&gt;
&lt;br /&gt;
[[File:Prehistoric_negative_score.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 08:48, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I encountered the same Activity Overflow Bug in Windows 7 using Steam version, Windows option with UFOExtender latest version.&lt;br /&gt;
&lt;br /&gt;
[[User:Humbe|humbe]] 2012.10.04 09:05 UTC&lt;br /&gt;
&lt;br /&gt;
I encountered the same bug at end of january with latest xcomutil patched CE version (with only bug fixes patched) with ufo extender newest version running (close to default options). Got many saves from that first month. Even if loading very early save where I had done no missions yet, and just did stuff in base, graphs still show negative for various periods in 1998. Sounds more like corruption than something actually overflowing to me.&lt;br /&gt;
&lt;br /&gt;
[[User:Archlight|Archlight]] 18:34, 24 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad Paths Bug ==&lt;br /&gt;
&lt;br /&gt;
I suggest to add bad paths on UFOs maps to the article, as another bug in the game.&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 09:25, 26 December 2012 (EST)&lt;br /&gt;
:That sounds reasonable to me. [[User:Spike|Spike]] 10:03, 26 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==Expenditure Graph==&lt;br /&gt;
The economy graph for &amp;quot;Expenditure&amp;quot; neglects funds spent on new facilities. I noticed this in my current (DOS) game when I built eight Psi-Labs at the start of April and it didn&#039;t increase. I know it counts everything on the Purchase screen; I&#039;m not yet sure whether it counts manufacturing costs.&lt;br /&gt;
&lt;br /&gt;
Is this enough of a bug to be mentioned? Can anyone confirm whether or not it occurs in CE, and whether it counts manufacturing costs? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:40, 17 May 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Workshop Crowding==&lt;br /&gt;
It seems there is a bug whereby you can allocate more projects/engineers than available workshop space. This can be triggered by setting up two concurrent manufacturing jobs, setting one of them to have 0 engineers working on it, then set the other to have as many engineers as you can assign to it, filling the workshop space. Then go to the other job with 0 engineers, and it will show a negative workshop space available, now if you assign at least one engineer to this project, you can assign the rest of your engineers however you please.&lt;br /&gt;
&lt;br /&gt;
This is my first edit. I find it hard to believe I&#039;d be the first to find this bug after so many years, can someone please confirm a reproduction and that it isn&#039;t documented somewhere I&#039;ve missed? I am running the DOS version of UFO, but I&#039;m also running XComUtil, not sure if that has an impact, or what patch level I&#039;m on. - [[User:Uncertainty|Uncertainty]] 11:00, 20 Dec 2016 (AEDT)  Update: Cannot reproduce on the CE version, still unsure of the patch level of the DOS version I&#039;m running and don&#039;t know how to accurately determine that. - [[User:Uncertainty|Uncertainty]] 22:00, 29 Dec 2016 (AEDT)&lt;br /&gt;
&lt;br /&gt;
: An easy way to check is whether you can research Magnetic Navigation after collecting one from an alien sub, or if you have to research a Lobsterman Navigator beforehand. If you can research it right away then you have v2, which is what the CE version is mostly based on. If you can&#039;t research it and must get the navigator, then it&#039;s the unpatched copy of the game. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 22:24, 29 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update 2: Thanks NKF, I&#039;m not running TFTD, but I figured out that I was running v1.2 of XCOM1. I cannot reproduce the bug on v1.4 so the bug only applies to v1.2 and has been patched in newer versions. - [[User:Uncertainty|Uncertainty]] 16:45, 31 Dec 2016 (AEDT)&lt;br /&gt;
&lt;br /&gt;
=Cleanup needed=&lt;br /&gt;
Hmm this whole Talk page needs a cleanup. A lot of the Not Listed bugs, should be listed, or are listed. [[User:Spike|Spike]] 10:03, 26 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:So, before it will be made, yet three more observations.&lt;br /&gt;
&lt;br /&gt;
:1. There is no possibility to give back (to stop hiring) a plane without craft weapon.&lt;br /&gt;
&lt;br /&gt;
:2. Alien Reproduction is unavailable in a normal game without hacking/save editing. This is probably connected to further errors on maps. A bug/error/programmers&#039; oversight of the some kind is present in TFTD where it is impossible to obtain Examination Room. It is so because many tiles on maps are wrongly assigned to game&#039;s objects. Namely, [[Examination Room (TFTD)]] is treated as Alien Implanter - but there is plenty of errors of this type, on various maps (perhaps also in UFO: EU).&lt;br /&gt;
&lt;br /&gt;
:3. Among soldiers in UFO:EU, there are Russians. Some non-Slavs may not know that Slavic (also Russian) family names have different masculine and feminine forms. For example, Petrov, Belov, Likhachev, Gorokhov, Chukarin, Andianov, Voronin, Maleev are all masculine names; women must be called Petrova, Belova, Likhacheva, Gorokhova, Chukarina, Andianova, Voronina, Maleeva respectively (however, a rule that the feminine form is always made by adding -a is wrong, e.g. Tolstoy - Tolstaya). The soldier&#039;s name Mikhail Gorokhova (which is possible in UFO: EU) is just ridiculous (for everyone who has even little knowledge about Russian things). Tatyana Petrov is also an impossible combination. X-Com creators probably assumed that family names are the same for men and women in all languages, and, as a result, they made only mechanisms for storing masculine and feminine forms of first names, not family names. But taking reality under consideration, this is a bug.&lt;br /&gt;
&lt;br /&gt;
: [[User:Sherlock|Sherlock]] 16:22, 26 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Common bugs vs. UFO EU specific bugs ==&lt;br /&gt;
&lt;br /&gt;
I believethere is one more thing that needs to be cleaned. Namely, both EU and TFTD share the same game engine, so some bugs are common for them both. However, there exists a page with a list of TFTD bugs, and it is clear (or: should be clear) which of the bugs are specific for TFTD. I think the same should be done with EU specific bugs: to hold them apart from bugs common for both games. Some bugs exist in both games but manifest themselves differently (like problems with mind-controlling of big aliens) - they are not true common bugs.&lt;br /&gt;
&lt;br /&gt;
Or even more: one could expect a clear information by each bug, in which game and in which version of the game the bug occurs. And whether a patch exists or not. Sometimes such information is given now, and sometimes it is not. And if one does not know exactly which versions are affected by the bug, it should also be mentioned clearly.&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 04:13, 27 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rename page title to indicate which game this refers to? ==&lt;br /&gt;
&lt;br /&gt;
I was looking for a list of bugs related to XCOM Apocalypse, and it took me a while to realize this was about a totally different game. There are 4 games (not counting the 2 opensource projecrs) here on UFOP - maybe that could be reflected in the article aswell? &lt;br /&gt;
[[User:Panzerlol|Panzerlol]] 20:35, 31 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==New &amp;quot;bugs&amp;quot; submitted directly to main page with no apparent explanation==&lt;br /&gt;
&lt;br /&gt;
WakkaDakka, have you actually managed to replicate this &amp;quot;missing time units&amp;quot; bug, or was it just a one-off freak occurrence? I&#039;m not sure it merits main-page space until we have some idea how to replicate it.&lt;br /&gt;
&lt;br /&gt;
N21, how were you seeing the future to begin with? It&#039;s only a bug if it occurs in the normal course of play.&lt;br /&gt;
&lt;br /&gt;
[[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:36, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown 1994: Save game bug mid mission. ==&lt;br /&gt;
&lt;br /&gt;
Effect : Loading saved game mid mission just displays a black screen with the cursor at the top left, whilst the music continues to play in the background.&lt;br /&gt;
I don&#039;t believe the game has crashed out to DOS, having tried both CLS and DIR to no avail. Your can no longer interact with the game, making you force quit the app.&lt;br /&gt;
&lt;br /&gt;
[[File:Screen_shot_2016-11-07_at_19.39.31.png|thumb|left]]&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m using Boxer 1.40 on a Mac - which in turn is built off Dosbox 0.74.&lt;br /&gt;
I remember seeing this bug years ago on Windows XP too, so I don&#039;t think it is platform specific.&lt;br /&gt;
I&#039;m currently running it with some of the XCOMUtil patches too - but have had the issue crop up without any of the patches.&lt;br /&gt;
&lt;br /&gt;
Playing on Superhuman level, I use a Skyranger with 14 soldiers equipped with Laser Rifles.&lt;br /&gt;
&lt;br /&gt;
Cause : Hard to be specific. But here are the facts.&lt;br /&gt;
I have my suspicions it may be do to with fog of war rendering issues.&lt;br /&gt;
I&#039;ve had it occur frequently when going to the NW edge of a map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also had issue on Alien base 1. I have a save game and can suggest moving a unit and saving it in another slot - that alone causes the issue. So if someone knows how to debug this I can supply that. Not sure if the combined number of aliens and yourself casue this.. I managed to eventually work thru a series of corrupted saves that wouldn&#039;t load to one that worked again).&lt;br /&gt;
&lt;br /&gt;
Here is a sample save game where the game only needs one specific movement to corrupt a game when you save after the move.&lt;br /&gt;
&lt;br /&gt;
[[File:GAME_10.zip]]&lt;br /&gt;
I&#039;ve uploaded two images to show the move for S Bradley &lt;br /&gt;
[[File:Screen_shot_2016-11-11_at_13.50.13.png|thumb|left]]&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
and the destination square to move him too. When you complete that move and save the game it corrupts.&lt;br /&gt;
[[File:Screen_shot_2016-11-11_at_13.50.17.png|thumb|left]]&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incidentally there were two downed UFO&#039;s at this time, with a second Skyranger en-route to UFO 42. This mission was for UFO 43 with another Skyranger.&lt;br /&gt;
&lt;br /&gt;
The problem frequently occurs.&lt;br /&gt;
Ive had it occur recently on the following types of mission:&lt;br /&gt;
Terror, Alien Base, Supply ship, Large Scout, predominantly with Sectoids and Cyberdiscs, but also with Mutons and Floaters.&lt;br /&gt;
The only thing all these missions have had in common was lots of units on both sides. For example 13 Floaters on a Scout mission, 9 Cyberdiscs on a Terror mission etc.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Other quirky things I&#039;ve seen relating to Stunned units:&lt;br /&gt;
&lt;br /&gt;
1) You can&#039;t stun a unit, forcing you to shoot it to complete the mission.&lt;br /&gt;
The target being stunned drops to the ground in a heap, but the game says you can still see it and can re-stun unit....&lt;br /&gt;
&lt;br /&gt;
2) Celatids. You stun it, then it wakes up and moves away. The unit no longer renders correctly. It&#039;s like a sheet of garbled colored/transparent dots.&lt;br /&gt;
&lt;br /&gt;
3) A stunned unit, other than a Celatid wakes up, and is invisible but you get the &#039;1&#039; in red square for visible enemy. You can stun unit and get the animation for it falling to the ground again.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Teleported unit off screen (notice the yellow arrow over the unit, which alas is invisible at the split second I took screenshot - OS/X rendering crap-shoot).&lt;br /&gt;
[[File:Screen_shot_2016-11-12_at_14.18.07.png|thumb|left]]&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
The unit was teleported from the top of the stairs in an entirely different building, rendering the unit unusable for the mission. I ended up reloading it and doing over.... - [[User:JGF|JGF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop spamming [[Special:RecentChanges|the changelog]], please - if you&#039;re working on a page and want to see the results of your edits midway through, use the Preview button. Don&#039;t hit Save until you are &#039;&#039;done&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t replicate any issues with your provided save. Bradley doesn&#039;t have enough TUs to &amp;quot;complete&amp;quot; the requested move, but asking him to make the attempt anyway, then saving / reloading, works fine for me under 1.4 as well as CE. For what it&#039;s worth, as far as I&#039;m aware the game in no way keeps track of the number of actions you&#039;ve performed during a given turn; at least, I haven&#039;t been able to find any such counter embedded in the save files.&lt;br /&gt;
&lt;br /&gt;
:I do suggest you leave your units with more time units - when ending turn, any agents who &#039;&#039;might&#039;&#039; spot an alien during the enemy&#039;s turn should ideally have some cover, a kneeling stance, and enough action points to defend themselves with a reaction shot. Using your full TU allocation on movement is somewhat suicidal, and even when you can get away with it, it tends to leave agents without enough energy to move when they really need to.&lt;br /&gt;
&lt;br /&gt;
:Your invisible units may be related to [[Known_Bugs#Invisible_Chryssalids|this bug]] - presumably you can trigger similar behaviour by knocking out all instances of a given alien species within a map, saving / reloading, and then waiting for one of the aliens to awake. I was able to replicate it with an Ethereal, for example.&lt;br /&gt;
&lt;br /&gt;
:Difficult to comment on your garbled Celatid without seeing it first-hand. Ditto for your un-stunnable target. I&#039;d quite like to inspect them with my save editor, though, and ditto for the teleported unit. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:46, 13 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for scaling the images nice to see the wiki syntax. &lt;br /&gt;
It&#039;s odd to here you say he didn&#039;t have enough Time Units left, because for me the move is allowed.&lt;br /&gt;
Where did you get your 1.4 patch? &lt;br /&gt;
I applied 1.4 too and am wondering if I got a bad version.&lt;br /&gt;
Also did you get your original XCOM off GOG or some place like that?&lt;br /&gt;
I have the original CD. I think it&#039;s the US version as I used to live there.&lt;br /&gt;
&lt;br /&gt;
== Time Units reset to 0 when soldier reaches 255 TUs ==&lt;br /&gt;
&lt;br /&gt;
I have been playing an old version of UFO: Enemy Unknown, where there is no limit on TUs for soldiers. At certain point, two of my best soldiers reached the limit of 255 TUs, which rendered them useless at now they have 0 TUs.&lt;br /&gt;
I tried to reduce their TUs by editing Soldier.DAT, but it did not help. If I check soldiers from the base menu, I can see that the value has been changed, but in the battle their stats are still the same and thus they have 0 TUs and cannot be moved with.&lt;br /&gt;
 &lt;br /&gt;
Do any of you know, how to fix this bug? Where is the limiter located, can I change it so that is will be as in the new versions? In any case, I believe this bug should be mentioned on the page. It is mentioned here though: http://www.ufopaedia.org/index.php/Time_Units --[[User:Achernar|Achernar]] ([[User talk:Achernar|talk]]) 21:13, 9 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Feel free to add the issue - the page is a hodge podge of whatever issues folks have at the time or as they come across them. &lt;br /&gt;
&lt;br /&gt;
: While I&#039;m no expert on the file structure of the executable for the first release of the game, I suspect you&#039;ll find the cause for the byte roll-over feature is that there were no stat limiters to begin with. Best way to cope with it is to either retire anyone approaching supersoldier status to base defence duty, buy more soldiers and spread the experience out more evenly, or update to 1.4 and find a sound patch to restore the original sound samples. &lt;br /&gt;
&lt;br /&gt;
: For your broken soldier: I&#039;m, assuming you edited the soldier.dat file. If you saved the game while in the battlescape, the game creates a temporary copy of the soldier stats and keeps them in unitref.dat. This is to keep track of in-battle status changes, experience, etc. You&#039;ll need to edit the current TU levels in this file as well. Or beat the mission with the soldiers that can move and you&#039;ll see your edits reflected in the next battle. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 05:45, 11 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fire rate bug &amp;amp; German version footsteps ==&lt;br /&gt;
&lt;br /&gt;
These don&#039;t seem to be documented for some reason: (DOS Version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fire rate always resets to 3 if an alien or an alien mind controlled unit throws a grenade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If German is chosen as language to play, the footsteps of all soldiers, regardless of the terrain they walk on, will sound as if they are walking on a metal surface like the inside of the Skyranger, UFO or the base. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 05:38, 8 April 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Direct incendiary hit causing no reaction fire? ==&lt;br /&gt;
&lt;br /&gt;
On the Incendiary page, it is reported that a direct hit will not cause an alien to spin around and return fire. I have tested this in OpenXcom and find that the aliens do, in fact, return fire. If this can be confirmed in original X-Com, it would be good to add to known bugs.&lt;br /&gt;
&lt;br /&gt;
: It&#039;s safe to say everything you find on this wiki relating to the classic game pages were gleaned from the original games. OpenXcom, being an independently developed fan project, will have its own list of fixes and changes chronicled in its own documentation. In fact I would not be surprised that good deal of the more technical information on this wiki has been contributed by those that had some input into the OpenXcom project. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 05:16, 8 June 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, good to know. Would still love to know if anyone has tested this in classic game. If not, I will when I can, so it can be added to known bugs [[User:Mugwump|Mugwump]] ([[User talk:Mugwump|talk]]) 22:05, 15 June 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Alien weapon loadouts bug/anomaly==&lt;br /&gt;
There are actually 10 alien weapon loadout sets, not 9. The actual first set is 70% &amp;quot;early&amp;quot;/20% &amp;quot;mid&amp;quot;/10% &amp;quot;late&amp;quot;. This loadout set never appears in-game, though, because the setup at game start counts as a month rollover which means that weapon loadouts (which are called when the mission occurs, not at month start when the mission is scheduled) are called from the second set during January, the third set during February, and so on. This is probably an oversight by the Gollops (note that race weights reach their final values in October; were it not for this quirk, weapon loadouts also would), but it&#039;s hard to be sure. Should this be added? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:02, 28 April 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Disruptor_Gun&amp;diff=121801</id>
		<title>Disruptor Gun</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Disruptor_Gun&amp;diff=121801"/>
		<updated>2025-04-28T14:43:30Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: adding infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Disruptor Gun}}[[Image:Disruptor_Gun.jpg|right]]&lt;br /&gt;
The Disruptor Gun is a remarkable piece of technology. It propels a beam of sub-atomic particles at immense speeds and quantity. The chamber which generates the energy is an inter-dimensional device which materializes energy from an alternative dimension. The power source, once initiated, is self-perpetuating and no ammunition or energy pods are required to sustain the fire power. Our replicators can reproduce this technology fairly accurately.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse UFOpaedia}}&lt;br /&gt;
&lt;br /&gt;
After a few engagements with X-COM forces, the aliens realise that arming their [[Anthropod]]s with actual weapons is a good idea. Their first attempt at this is the Disruptor Gun, a lightweight energy weapon powered by dimension chamber technology.&lt;br /&gt;
&lt;br /&gt;
Unusually for an X-Com game, the Disruptor Gun is not really an improvement in firepower over the weapons X-COM can buy in Mega-Primus; its damage per shot is respectable but not amazing, its rate of fire and accuracy are mediocre at best, and it counts as a two-handed weapon for the purpose of [[dual-wield]]ing. On the other hand, the Disruptor Gun is a quite convenient weapon for those uninterested in heavy micromanagement, as it&#039;s very light and doesn&#039;t require scarce ammunition (allowing standardisation of loadouts). In any case, the weapon should generally be researched with moderate priority, as unresearched artifacts cannot be sold in Apocalypse and the enormous quantities you&#039;ll loot from the aliens early on are worth a pretty penny; it&#039;s also a research prerequisite for the far more useful [[Devastator Cannon]] and [[X-COM Disruptor Armor]].&lt;br /&gt;
&lt;br /&gt;
Anthropods with this weapon are not especially dangerous except at point-blank range due to their laughably-bad accuracy, although [[Skeletoid]]s pose at least some threat.&lt;br /&gt;
&lt;br /&gt;
The aliens will eventually [[Alien Tech Levels (Apocalypse)|phase out]] the Disruptor Gun as X-COM&#039;s tactical score grows ever-higher. However, by that point, the weapon will have found its way into the hands of Mega-Primus organisations, who will continue using it indefinitely, so X-COM can never be locked out of the technology.&lt;br /&gt;
&lt;br /&gt;
When disruptor weapons are destroyed by explosion or fire, they usually discharge a couple of shots in random directions.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
===Disruptor Gun===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Disruptor Gun inventory.png|left]]&lt;br /&gt;
|&lt;br /&gt;
* Size: 2 × 3&lt;br /&gt;
* Weight: 5&lt;br /&gt;
* ROF: 1.125 r/s&lt;br /&gt;
* Accuracy: 30%&lt;br /&gt;
* Power: 42&lt;br /&gt;
* Damage Type: Disruptor&lt;br /&gt;
* Ammo: 28 (recharging)&lt;br /&gt;
* Range: 50m&lt;br /&gt;
* Base Price: $2100&lt;br /&gt;
* Battlescape Score: 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Alien Artifacts (Apocalypse)]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Infiltration&amp;diff=121800</id>
		<title>Alien Infiltration</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Infiltration&amp;diff=121800"/>
		<updated>2025-04-28T14:34:26Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: adding infobox, undoing various style changes that had been made, removing &amp;quot;if successful&amp;quot; since it&amp;#039;s always successful, removing word cruft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Alien Infiltration}}[[Image:Alien Infiltration.png|thumb]]&lt;br /&gt;
Earth governments can be infiltrated by alien agents which are human in appearance. This can result in official contact between aliens and governments at the highest level. The climax of this activity is characterised by intense UFO activity in the vicinity of major cities. The aliens will attempt to sign a pact with an earth government by offering knowledge of their superior technology. In return the government will allow the Aliens to conduct their activity unhindered. This Alien mission represents the worst threat to XCom. If a government agrees to a pact then its funding will cease.&lt;br /&gt;
{{Ref Close | source = UFO: Enemy Unknown UFOpaedia}}&lt;br /&gt;
The aliens will [[Scoring#Alien_Scoring|score]] 150 points for this mission. In addition, a country will cease funding X-Com, and an alien base will be constructed.&lt;br /&gt;
&lt;br /&gt;
Initially, several Scouts will perform investigations prior to the main infiltration attempt.&lt;br /&gt;
&lt;br /&gt;
In the main Infiltration wave, a Large Scout will appear, followed by a Terror Ship, Supply Ship and two Battleships. Shooting down any of these craft before they slow down will delay the next craft by a couple of days; if the craft are ignored even for a short while, long enough to slow down, the sequence proceeds extremely quickly.&lt;br /&gt;
Shooting down the UFOs or [[UFO Ground Assault|assaulting the landed ships]] will NOT stop the infiltration from succeeding. Shooting down the earlier ships will delay, but not entirely stop the second Battleship. The moment the second Battleship appears in Earth&#039;s atmosphere, the infiltration is successful and complete. The country infiltrated will still provide funding at the end of the month when the second Battleship arrives (due to the way funding is handled), but its contribution will be set to zero in all future months, directly harming X-Com&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
Always search for the alien base after the second Battleship, as otherwise it will continue to score points for the Aliens.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Infiltration&amp;diff=121795</id>
		<title>Alien Infiltration</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Infiltration&amp;diff=121795"/>
		<updated>2025-04-28T14:18:04Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: tidyup and link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Infiltration.png|thumb|right|Alien Infiltration research topic and mission.]]&lt;br /&gt;
This Alien mission represents the worst threat to X-COM. Earth governments can be infiltrated by Alien agents which are Human in appearance. This can result in official contact between Aliens and governments at the highest level. The climax of this activity is characterised by intense [[UFOs|UFO]] activity in the vicinity of major cities. The aliens will attempt to sign a [[pact]] with an earth government by offering knowledge of their superior technology. In return, the government will allow the Aliens to conduct their activity unhindered. &lt;br /&gt;
&lt;br /&gt;
If a government agrees to a pact then its funding will cease. If successful, the aliens will [[Scoring#Alien_Scoring|score]] 150 points, and an alien base will also be constructed which generates daily activity points, which are eventually subtracted from your score. &lt;br /&gt;
&lt;br /&gt;
Initially, several Scouts will perform investigations prior to the main infiltration attempt.&lt;br /&gt;
&lt;br /&gt;
In the main Infiltration wave, a Large Scout will appear, followed by a Terror Ship, Supply Ship and two Battleships. It has been shown that shooting down any of these craft before they slow down will delay the next craft by a couple of days; if the craft are ignored even for a short while, long enough to slow down, the sequence proceeds extremely quickly.&lt;br /&gt;
It has been conclusively shown that shooting down the UFOs or [[UFO Ground Assault|assaulting the landed ships]] will NOT stop the infiltration from succeeding. Shooting down the earlier ships will delay, but not entirely stop the second Battleship. The moment the second battleship appears in Earth&#039;s atmosphere, the infiltration is successful and complete. If the month ends before the second battleship arrives, the infiltrated country will still fund the project normally.&lt;br /&gt;
&lt;br /&gt;
When a country is successfully infiltrated, an alien base will be instantly created in or near the country. Always search for the alien base after the second Battleship, as otherwise it will continue to [[Scoring|score points]] for the Aliens.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121765</id>
		<title>User:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121765"/>
		<updated>2025-04-21T08:49:32Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* Sectopod */ side; my computer ran out of RAM trying to do the Laser Pistol calc but those numbers are sufficiently high that it shouldn&amp;#039;t be an issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi.&lt;br /&gt;
&lt;br /&gt;
1) It&#039;s a pun on my interest in fantasy novels and fungi. I don&#039;t use, sell or possess hallucinogenic drugs (though I do think they should be legalised).&lt;br /&gt;
&lt;br /&gt;
2) I tend to be a [https://en.wikipedia.org/wiki/Wikipedia:WikiOgre WikiOgre]. Don&#039;t be surprised if you wake up one day and the &amp;quot;Recent changes&amp;quot; list is all me.&lt;br /&gt;
&lt;br /&gt;
3) I now have admin permissions. Give me a yell if you want something done that requires those permissions (most obviously deleting pages).&lt;br /&gt;
&lt;br /&gt;
==Accomplishments==&lt;br /&gt;
Comma indicates same run. Semicolon separates runs. All are without exploits, except Research Rollover (which is hard to avoid).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO: Enemy Unknown:&#039;&#039;&#039; Superhuman, Iron Man, no Psi-Amps, June 1 Cydonia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror from the Deep:&#039;&#039;&#039; Superhuman, Iron Man.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Com: Apocalypse:&#039;&#039;&#039; Superhuman, Iron Man, no Toxigun, no infiltration graph.&lt;br /&gt;
&lt;br /&gt;
==Battleship Farming==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure whether this deserves its own page, so I&#039;m putting it here.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a little trick I discovered to obtain huge amounts of money and points and fair amounts of Elerium in UFO (it should also work in TFTD but Leviathans and Bombardment Shields are much harder to obtain).&lt;br /&gt;
You will need: 1 or more [[Avenger]]s, [[Plasma Beam]]s, [[Fusion Ball Defences]], [[Grav Shield]], [[Hyper-Wave Decoder]].&lt;br /&gt;
&lt;br /&gt;
How to execute:&lt;br /&gt;
&lt;br /&gt;
1) Intercept lots of UFOs. You were doing that anyway, right?&lt;br /&gt;
&lt;br /&gt;
2) When scouts start appearing with the mission (obtained via Hyper-Wave Decoder) of &amp;quot;Alien Retaliation&amp;quot;, leave them alone.&lt;br /&gt;
&lt;br /&gt;
3) Build six or more Fusion Ball Defences and a Grav Shield. Don&#039;t build a Mind Shield at the base that you&#039;re using for this trick.&lt;br /&gt;
&lt;br /&gt;
4) When Battleships start appearing, shoot them down and recover them with Avengers.&lt;br /&gt;
&lt;br /&gt;
5) Enjoy your points (likely just shy of 1000), money (2 million or more), and Elerium ([[UFO_Crash_Recovery#Power_Source_Explosions_and_Elerium_Recovery|around 50]])!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason I call this a &amp;quot;trick&amp;quot; is that it&#039;s a way to generate artificially high UFO numbers in order to give you something to shoot at. Alien Retaliation missions that have found your base will not ever end until a Base Defence mission is forced - they will not end on Battleship interception and they will not end if the Battleship is destroyed by your base defences. Here, the Battleships will be turned into confetti by your defences even if they are not intercepted (12 shots of Fusion Balls vs. 3 required to kill it gives 0.0009% odds of making it through - less than 1 in 100,000 will survive), so you&#039;re guaranteed a constant and plentiful supply (this is necessary because Avengers are usually damaged by fighting Battleships and as such all of them might still be damaged when a new Battleship appears). It&#039;s probably a good idea to keep a lot of Avengers in the base if you want to keep this up for a while, since a single Avenger will be in repairs for almost a month after destroying a Battleship (remember to transfer the crews to undamaged ones).&lt;br /&gt;
&lt;br /&gt;
I find this to be a valid alternative to waylaying Supply Ships for Elerium (allowing the prompt destruction of the associated bases). By the time you have Avengers and Fusion Ball Defences, money and points are largely irrelevant, though it can still be fun to see five-digit scores at the end of a month.&lt;br /&gt;
: Good trick. It highlights the fact that Retaliation mission logic is dumb and inflexible, which is a design flaw. Also that Battleships are too weak (I made some suggestions on my Talk page for making them tougher )&lt;br /&gt;
: Would you add this to the [[Exploits]] section do you think?  [[User:Spike|Spike]] 20:25, 11 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s a much more minor exploit than most of the ones on that page. Supply Ship piracy is just as exploitative, it&#039;s just better known. Where would it go, anyway? [[User:Magic9mushroom|Magic9mushroom]] 01:53, 12 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==My UFO Masterplan==&lt;br /&gt;
&lt;br /&gt;
Figured I might as well post it. Feel free to criticise.&lt;br /&gt;
&lt;br /&gt;
Initial base goes in Europe (Czechoslovakia). I immediately build a second in the USA (around North Dakota). Layout of the second base (and all later bases) follows:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|dirt|dirt|hangar1|hangar2|lift|=&lt;br /&gt;
|dirt|dirt|dirt|hangar3|hangar4|large_radar|=}}&lt;br /&gt;
(The Living Quarters obviously have to wait for the General Stores to complete.)&lt;br /&gt;
&lt;br /&gt;
Note a few things about this design:&lt;br /&gt;
&lt;br /&gt;
1) The key facilities for an interception base (hangar, radar, general stores) are all available to construct immediately, with no delay.&lt;br /&gt;
&lt;br /&gt;
2) This base design supports perfect base defence - a single choke point between alien spawns and X-Com spawns, and all firefights in indestructible modules - though it may not, at first, appear so. See, the Base Disjoint Bug blocks the Hangar/Large Radar, Large Radar/Access Lift, and Access Lift/General Stores doors, so the only route the aliens can take is through the door between the Hangar and Living Quarters.&lt;br /&gt;
&lt;br /&gt;
3) A design like this has fewer squares left empty than a normal base supporting perfect defence. When fully decked-out, it looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|fusion|fusion|grav|fusion|quarters|workshop|=&lt;br /&gt;
|fusion|fusion|psi|workshop|quarters|workshop|=&lt;br /&gt;
|fusion|workshop|quarters|quarters|stores|stores|=&lt;br /&gt;
|fusion|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|hangar1|hangar2|hangar1|hangar2|lift|=&lt;br /&gt;
|workshop|hangar3|hangar4|hangar3|hangar4|hyperwave|=}}&lt;br /&gt;
Note that only 4 squares are left empty, but there&#039;s still a single choke point. You can&#039;t do that for 2 hangars without using the BDB (a similar design has only 2 squares left empty for a single hangar, but then you risk the aliens overflowing their spawn points).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initial base gets overhauled with a second hangar up top replacing the two at the bottom and living quarters moved out of where it is. I also immediately build Alien Containment and a Large Radar there. Initial Skyranger load is 10 soldiers, one tank, using the weapons you start with (preference for those with autofire). Interceptors are immediately upgraded to twin Avalanche loadouts. Build laser weapons as they&#039;re researched. &lt;br /&gt;
&lt;br /&gt;
I transfer one Interceptor to my US base as soon as the hangars and large radar complete. As soon as I get a significant cash injection I build a third base in SE Asia (central China) with the same starting layout and a third Interceptor. After that cash goes into setting up a two-lab or three-lab research station so I can start crunching through the tech tree. Then three more bases in Africa, South America and Australia.&lt;br /&gt;
&lt;br /&gt;
Final layout of the starting base looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|mind|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|psi|=&lt;br /&gt;
|dirt|dirt|lift|dirt|psi|hyperwave|=&lt;br /&gt;
|quarters|stores|stores|lab|workshop|containment|=&lt;br /&gt;
|quarters|stores|quarters|quarters|lab|lab|=&lt;br /&gt;
|psi|quarters|quarters|psi|psi|psi|=}}&lt;br /&gt;
Since it&#039;s best to use a single research base, and the starting base already has a lab, that&#039;s kinda a no-brainer. Note the six Psi-Labs, placed so that they can be constructed simultaneously once researched - this is to expedite psi-screening, which is usually the limiting factor in how fast you can get to Cydonia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My research order is something along these lines:&lt;br /&gt;
&lt;br /&gt;
Laser Weapons&lt;br /&gt;
&lt;br /&gt;
Laser Pistol&lt;br /&gt;
&lt;br /&gt;
Laser Rifle&lt;br /&gt;
&lt;br /&gt;
Mind Probe&lt;br /&gt;
&lt;br /&gt;
Small Launcher*&lt;br /&gt;
&lt;br /&gt;
Stun Bomb*&lt;br /&gt;
&lt;br /&gt;
(Alien Navigator)&lt;br /&gt;
-&amp;gt;Hyper-Wave Decoder&lt;br /&gt;
&lt;br /&gt;
(Sectoid Leader)&lt;br /&gt;
-&amp;gt;Psionic Laboratory&lt;br /&gt;
&lt;br /&gt;
Alien Alloys&lt;br /&gt;
&lt;br /&gt;
Personal Armour&lt;br /&gt;
&lt;br /&gt;
Medi-Kit&lt;br /&gt;
&lt;br /&gt;
UFO Power Source&lt;br /&gt;
&lt;br /&gt;
Elerium-115&lt;br /&gt;
&lt;br /&gt;
Power Suit&lt;br /&gt;
&lt;br /&gt;
UFO Navigation&lt;br /&gt;
&lt;br /&gt;
Flying Suit&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma Clip&lt;br /&gt;
&lt;br /&gt;
Plasma Cannon&lt;br /&gt;
&lt;br /&gt;
Psi-Amp&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
&lt;br /&gt;
Laser Cannon&lt;br /&gt;
&lt;br /&gt;
UFO Construction&lt;br /&gt;
&lt;br /&gt;
New Fighter Craft&lt;br /&gt;
&lt;br /&gt;
New Fighter/Transporter&lt;br /&gt;
&lt;br /&gt;
Ultimate Craft&lt;br /&gt;
&lt;br /&gt;
Blaster Launcher&lt;br /&gt;
&lt;br /&gt;
Blaster Bomb&lt;br /&gt;
&lt;br /&gt;
Alien Origins&lt;br /&gt;
&lt;br /&gt;
(Alien Leader)&lt;br /&gt;
-&amp;gt;The Martian Solution&lt;br /&gt;
&lt;br /&gt;
(Alien Commander)&lt;br /&gt;
-&amp;gt;Cydonia or Bust&lt;br /&gt;
&lt;br /&gt;
Filling out the rest of the UFOpaedia entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* These are skipped if/when I manage to nab both required aliens with Stun Rods.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
() Obviously aliens can&#039;t be researched until they&#039;re captured, so these may be delayed.&lt;br /&gt;
&lt;br /&gt;
Note the extreme beeline for Hyper-Wave Decoders and Psi-Labs. Hyper Wave Decoders are absolute gold. Psi-Labs have to be gotten as soon as possible thanks to the long lead time from their discovery to actually getting Psi.&lt;br /&gt;
&lt;br /&gt;
==TFTD weapon effectiveness calculations==&lt;br /&gt;
&lt;br /&gt;
I figured some were in order. Uses the [[Alien Stats (TFTD)|Alien Stats]] and [[Damage Modifiers (TFTD)|Damage Modifiers]] tables to calculate average damage of each weapon to each sort of alien after damage modifiers and armour. If/when I manage to finish this and turn it into something readable I&#039;ll stick it up on the wiki proper. You could do this for UFO:EU but the Heavy Plasma&#039;s so obviously dominant that there&#039;s little need. The accuracies given will be for a soldier with 70 Firing Accuracy and no bonuses or penalties; I choose this value &amp;amp;mdash; the maximum rookie value &amp;amp;mdash; rather than the simpler-to-calculate 100 because of the special cases of the Torpedo Launcher, Sonic Cannon and Thermal Shok Launcher - these weapons are most effective in Aimed mode and their 100%+ accuracy in that mode would be wasted for a 100 FA soldier, underselling the weapons.&lt;br /&gt;
&lt;br /&gt;
Note that these &amp;quot;averages&amp;quot; take into account that damage values of &amp;quot;less than 0&amp;quot; after armour aren&#039;t actually any worse than 0 and that damage values greater than an alien&#039;s HP have no additional effect. Hence, a Gauss Rifle&#039;s average damage to a Triscene is 0 (because it cannot penetrate the armour) and a Sonic Cannon&#039;s average damage to an Aquatoid Soldier is 30 (because an Aquatoid Soldier will always be instagibbed by a Sonic Cannon hit, and it only has 30 health). I&#039;m calculating the damage cap per shot; this gives a slight bias in favour of powerful, autofire weapons since they can&#039;t re-aim between shots in a burst, but this is really only a significant issue when dealing with Aquatoids and Gillmen and their land terror units since the Gauss Rifle isn&#039;t realistically likely to drop much else in one burst.&lt;br /&gt;
&lt;br /&gt;
All values assume Superhuman difficulty and a direct hit to the front (front or under armour depending on weapon type). 95% of TU are assumed to be capable of being used per turn (facing considerations). Some values are marked &amp;quot;n/a&amp;quot;. This is because one of three factors render this value useless:&lt;br /&gt;
*This alien is a land-only terror unit, and this weapon cannot be fired on land&lt;br /&gt;
*This weapon is a melee weapon, and you are attempting to use it at range&lt;br /&gt;
*This weapon is a thrown or guided weapon, and you are attempting to use it in close combat (since I&#039;m assuming 100% accuracy for such weapons this will be identical to the &amp;quot;ranged&amp;quot; figures)&lt;br /&gt;
&lt;br /&gt;
I will be assuming fired explosives that miss miss fully, and that thrown explosives and the DPL always hit dead-on, to avoid a bazillion cases. In practice, of course, thrown weapons will not work against enemies at extreme range or enemies that are not on the ground, and may miss (though since they are all explosives, some damage will likely still occur). It is also somewhat dangerous to use explosive weapons in close combat.&lt;br /&gt;
&lt;br /&gt;
This has been mainspaced at [[Weapon Effectiveness (TFTD)]], where I have added 2-hit, 3-hit and 4-hit kill chances.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
====Technical====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - Bio-Drones and Tentaculats have greatly asymmetric armour distributions, understating the effect of non-HE weapons against them when their front armour is considered (the Dart Gun can damage Bio-Drones from behind, and the Jet Harpoon can damage Tentaculats from behind, for instance). There&#039;s some effect on the Triscene as well. Otherwise, most aliens have similar armour (within 6 points) on front, side and rear. I&#039;ll probably do a second lot of calcs for those two terrorists hit from behind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - I haven&#039;t done the exact calculations for average damage and 1-hit kill chance for large units hit by powerful area-effect weapons yet. This is because the four rolls stop being independent when a kill is possible (whether roll #1 rolls 45 or 46 may or may not matter depending on whether the other three add up to 45 already being a kill). I plan to do them before I put this on the main wiki.&lt;br /&gt;
&lt;br /&gt;
*Yes, I&#039;m aware that firing, reloading, and refiring a Torpedo Launcher requires over 95% of TU. The reason I said you could fire the Torpedo Launcher twice in close combat is because, when accuracy is no concern, you can dual-wield them (hardly more insane than firing Torpedo Launchers at point-blank in the first place).&lt;br /&gt;
&lt;br /&gt;
====Analysis of data====&lt;br /&gt;
&lt;br /&gt;
*I was already a fan of the GC-HE, but this has impressed me even more. It achieves damage way out of line with its supposed power. It does this because a) almost every TFTD alien has a giant weak spot in their Under Armour, b) HE gets a better set of damage modifiers than Gauss or even AP. It actually outdamages the Gauss Rifle against Lobster Men, Tasoths, Calcinites, Hallucinoids, Xarquid, Triscenes and (from the front) Tentaculats - and that impressive list is &#039;&#039;&#039;after&#039;&#039;&#039; accounting for the Gauss Rifle firing thrice as fast.&lt;br /&gt;
&lt;br /&gt;
*A large part of the reason I did this was to settle the old Gauss Rifle vs. Sonic Pistol argument. So, with these numbers, I can say that the Gauss Rifle is better against Aquatoids, Gillmen, and Deep Ones, and worse vs. everything else (except Triscenes, which are immune to both weapons). So the Gauss Rifle will certainly help you in the first month (when, not-so-coincidentally, those three aliens are the only aliens you&#039;ll encounter), but if you can handle that first month [[Skipping Gauss Weapons]] starts looking like a pretty decent idea.&lt;br /&gt;
&lt;br /&gt;
*You&#039;ll note that the Sonic weapons cluster pretty close to each other at range against basically everything. What this means is that they&#039;re pretty well balanced against each other in terms of damage-per-unit-time; which ones to hand out depends more on other factors (the Sonic Pistol&#039;s finer granulation allowing scouts to shoot more, one-handed grip, and better point-blank firepower vs. the Sonic Cannon&#039;s ongoing recoverable ammo, less off-target damage reducing friendly fire, and increased 1-hit kill rate reducing reaction fire, with the Blasta Rifle somewhere in-between).&lt;br /&gt;
&lt;br /&gt;
*The Heavy Gauss is better than the Gauss Rifle against precisely one enemy (Xarquid) and tied with it against one (Triscenes, which are immune to both). Given that the GC-HE easily outclasses both against those two enemies, I think we can call the Heavy Gauss useless.&lt;br /&gt;
&lt;br /&gt;
*Yes, throwing three pre-armed Sonic Pulsers at something in the same turn is going to kill it very, very dead. But 1) that&#039;s several turns of preparation, and the &amp;quot;carried grenades don&#039;t explode&amp;quot; behaviour that allows that preparation to be done at mission start is widely considered an exploit; 2) you don&#039;t have nearly enough Zrbite or item limit to make this a routine tactic.&lt;br /&gt;
&lt;br /&gt;
*As far as drills go, the Heavy Thermic Lance is the best against Calcinites, Hallucinoids, Triscenes and the front armour of Tentaculats, the Thermic Lance is the best against Xarquid, and the Vibro Blade is best against everything else. Most aliens have enough armour that the HTL &amp;quot;should&amp;quot; do the most damage, but the Vibro Blade has better granularity so it doesn&#039;t waste as much damage on overkill. The Thermic Lance is usually in-between the Vibro Blade and HTL (one way or the other) rather than being the worst as might naïvely be expected.&lt;br /&gt;
&lt;br /&gt;
==Firing Accuracy breakpoints==&lt;br /&gt;
&lt;br /&gt;
Most of the time, Firing Accuracy is just something you generically want more of. But 100% accuracy gives a guarantee, which is particularly important in some situations (and obviously, more accuracy ceases to improve that mode of that weapon after that). I&#039;m just going to write down all the breakpoints in Firing Accuracy where a particular weapon in a particular firing mode becomes 100%.&lt;br /&gt;
&lt;br /&gt;
Remember that the starting range for Firing Accuracy is 40-70 and the cap range is 120-125.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|+UFO&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|76||Rocket Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|87||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle&amp;lt;br/&amp;gt;Rocket Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Heavy Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|102||Plasma Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|103||Plasma Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|104||Heavy Laser||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|107||Auto-Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Pistol&amp;lt;br/&amp;gt;Heavy Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Heavy Plasma||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|117||Plasma Rifle||Snap, standing&lt;br /&gt;
|-&lt;br /&gt;
|118||Plasma Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|120||Heavy Laser||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|122||Auto-Cannon||Aimed, standing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left:10px&amp;quot;&lt;br /&gt;
|+TFTD&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|73||Thermal Shok Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|76||Sonic Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|84||Thermal Shok Launcher||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|87||Gauss Rifle&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Gauss Rifle||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|103||Sonic Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|109||Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Sonic-Blasta Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|118||Sonic Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|125||Gauss Pistol&amp;lt;br/&amp;gt;Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Thermal Shok Launcher&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Snap, kneeling&amp;lt;br/&amp;gt;Snap, standing&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==UFO optimal firing modes==&lt;br /&gt;
&lt;br /&gt;
This is a list of the optimal firing modes for every weapon in UFO, where optimal is defined as &amp;quot;most shots on-target (per 100% Firing Accuracy) achievable with 78/80 TU&amp;quot;. There&#039;s little point doing one for TFTD, as mixtures of modes are never optimal under that definition (and only in one case with all 80 TU - the Sonic-Blasta Rifle).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon!!Combination!!Shots on-target!!TU!!Turns sustainable (+ Rounds left over)&lt;br /&gt;
|-&lt;br /&gt;
|Pistol||5 Snap||3.00||70||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rifle||2 Auto + 1 Snap||2.70||76||2 (+6)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cannon||3 Snap||1.80||78||2&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Cannon||2 Auto||1.92||64||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher||1 Aimed||1.15||60||1&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol||3 Auto + 1 Snap||2.92||76||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle||2 Auto + 1 Snap||3.41||74||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser||3 Snap||1.50||78||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol||3 Auto||4.50||72||2 (+8)&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle||1 Auto + 2 Snap||3.37||76||5 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma||2 Auto||3.00||56||5 (+5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;||1 Auto + 2 Snap||3.00||76||7&lt;br /&gt;
|-&lt;br /&gt;
|Small Launcher||1 Aimed||1.10||60||1&lt;br /&gt;
|-&lt;br /&gt;
|2 Small Launchers||Snap + Drop + Pick Up + Snap||1.30||74||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Didn&#039;t quite make it===&lt;br /&gt;
*79 TU: Small Launcher Snap+Reload+Snap (1.30)&lt;br /&gt;
*80 TU: Pistol 4 Snap+1 Aimed (3.18), Laser Pistol 4 Auto (3.36), Plasma Rifle 2 Auto+1 Snap (4.16), Heavy Plasma 2 Auto+1 Snap (3.75)&lt;br /&gt;
*Impossible with 80 max TU, but possible with 81 max TU: Laser Rifle 3 Auto (4.14)&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*I started this when I realised the Plasma Pistol would probably get the highest. Still inferior to the other plasma weapons due to damage.&lt;br /&gt;
*Note how the Laser Rifle significantly exceeds all other non-alien weapons. That&#039;s at least as important as the damage to its legendary utility.&lt;br /&gt;
&lt;br /&gt;
==On Interception in UFO (and to some extent TFTD)==&lt;br /&gt;
I&#039;ve seen a lot of talk about the correct craft weapons to use in UFO and TFTD, and while at least for UFO I agree with the &#039;&#039;conclusion&#039;&#039; that a lot of people reach (Avalanches only until Plasma Beams, then Plasma Beams only), I think the &#039;&#039;reasoning&#039;&#039; usually given is flawed, and that the conclusion doesn&#039;t apply to TFTD. I usually see people immediately talking about the range issues on specific UFOs (particularly the Large Scout/Cruiser); really, this isn&#039;t the right way to think about it. The real questions worth asking are these:&lt;br /&gt;
*What UFOs do I &#039;&#039;want&#039;&#039; to use craft weapons against?&lt;br /&gt;
*What weapons do I want to use against &#039;&#039;those&#039;&#039; UFOs?&lt;br /&gt;
See, the elephant in the room when talking about interception is that the majority of UFOs land, and there&#039;s little point wasting missiles on a craft that will land (not to mention the lost Elerium), &#039;&#039;&#039;unless&#039;&#039;&#039; it&#039;s part of a flotilla and therefore you wouldn&#039;t be able to get to them in time to perform a UFO Ground Assault. So, which UFOs don&#039;t land (recoverably), and what are the likely flotillas?&lt;br /&gt;
*Small Scouts never land unless they&#039;re on an Alien Base mission.&lt;br /&gt;
*Alien Abduction: there&#039;s a flotilla of two Abductors at the very end.&lt;br /&gt;
*Alien Infiltration: there&#039;s a flotilla of one Large Scout, one Terror Ship, one Supply Ship, and two Battleships at the end. Moreover, as the completion of this mission has effects beyond score (that is, you lose a funding country), you probably want to delay these as much as possible.&lt;br /&gt;
*Alien Base: there&#039;s a flotilla of one Large Scout, two Supply Ships and a Battleship at the end.&lt;br /&gt;
*Alien Terror: the first Terror Ship doesn&#039;t land. The second Terror Ship does, but as a Terror Site, which means you can&#039;t recover the UFO.&lt;br /&gt;
*Alien Retaliation: Nothing lands, except the base-attack Battleship, and that&#039;s a Base Defence so you can&#039;t recover it.&lt;br /&gt;
The flotillas don&#039;t show up very often, and certainly don&#039;t show up early (there&#039;s only one non-Terror alien mission per month, and the first one is hardcoded to be Sectoid Alien Research in the area of your first base; additionally, Abduction and Infiltration are very long missions that usually run over into the next month, or even the month after that if it&#039;s Infiltration and you&#039;re systematically crashing every UFO). The bread and butter of UFO interception is Small Scouts and Terror Ships on Alien Terror, plus the occasional Retaliation and Infiltration.&lt;br /&gt;
*You want to use the Avalanche on Small Scouts. Some people say you should use the Stingray (or even the Cannon) to have a chance of crashing them rather than destroying them; I&#039;m guessing the majority of these people haven&#039;t actually tried it. The Small Scout has a flee time of &#039;&#039;&#039;200&#039;&#039;&#039;, which is a mere 80-280 frames on Superhuman. 60% of the time you won&#039;t close to Stingray range before it runs, another 20% or so (total ~80%) it will run while the missile&#039;s in flight, and then more than half the time you actually hit the Stingray destroys it anyway. Your choices, really, are blowing them to bits with Avalanches or doing nothing, and blowing them to bits gets you 100 points (which is more than you get from shootdown + crash recovery, too, since there&#039;s a grand total of one alien and the UFO only contains 1 Alien Alloy). Advanced craft &#039;&#039;can&#039;&#039; bring the Small Scout down with Cannons, but by that point you&#039;re not hurting for money and there&#039;s a significant opportunity cost. The only time you should actually faff around with cannons on an Avenger is if you haven&#039;t managed to get a Sectoid Leader and it&#039;s rolling around to July (when Ethereals start to show up); the chance to get an Ethereal capture is the only thing from a Small Scout recovery that&#039;s remotely worth the effort to get one.&lt;br /&gt;
*You want to use dual Avalanches on Terror Ships. This is pretty self-explanatory; using anything else (before Plasma Beams) will get your Interceptors blown out of the sky. Speaking of Plasma Beams, this is the only truly-compelling reason to get them, since you need two Interceptors with Avalanches and that can be tricky (the only other reason to get Plasma Beams before advanced craft is to shoot down Supply Ships, but there aren&#039;t a lot of those and they always land). Indeed, Plasma Beams do have a downside in that they risk destroying Medium and Large Scouts (which, unlike in the case of Small Scouts, really &#039;&#039;is&#039;&#039; a waste).&lt;br /&gt;
*Anything will work against the Medium and Large Scouts on Retaliation missions. You can&#039;t really do anything about the Battleships until you get advanced craft.&lt;br /&gt;
The other argument I often see for Avalanches, the one about outranging Large Scouts, is a load of horseshit. A Large Scout is only going to get a couple of shots off against an Interceptor with Stingrays. That&#039;s not enough to destroy it, or even to send it to repairs for more than a day or two. Who cares?&lt;br /&gt;
&lt;br /&gt;
And the thing to note about those two arguments for Avalanche missiles in UFO is that neither of them apply to D.U.P. Head torpedoes in TFTD. The TFTD Battleship matches the D.U.P. Head&#039;s range, removing it from the list of useful interceptions. And Survey Ships are both more lucrative and easier to crash than the UFO Small Scout, as they cannot run from a Barracuda and Ajaxes have a much lower likelihood to one-hit kill. So I think Ajaxes might actually be the best initial loadout in TFTD; sure, you&#039;ll get shot by Cruisers, but not enough to matter. The Sonic Oscillator is also not quite as big a deal in TFTD, as once April rolls around the aliens will mostly be doing scripted terror sites (shipping lane and artefact) which don&#039;t have a Battleship to shoot down; the ability to shoot down Large subs is still helpful, though.&lt;br /&gt;
&lt;br /&gt;
Just something to consider.&lt;br /&gt;
&lt;br /&gt;
==Kill tables through armour (UFO/TFTD)==&lt;br /&gt;
&lt;br /&gt;
I&#039;m just going to post some tables indicating the cost (including materials) of a soldier in various armour getting killed and the likelihood that it happens with various weapons. I&#039;m assuming front armour for ballistic weapons, under armour for direct-hit explosives and side armour for edges of blast patterns, and assuming a 35-health soldier (slightly above rookie average; one or two combats would push the average up to here). I will count dying at the end of turn from fatal wounds as a kill, since there is no possibility of a Medi-Kit being applied during the alien turn.&lt;br /&gt;
&lt;br /&gt;
===UFO===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Plasma Pistol!!Plasma Rifle!!Heavy Plasma!!Alien Grenade&amp;lt;br&amp;gt;direct hit!!Alien Grenade&amp;lt;br&amp;gt;blast rim!!Blaster Bomb&amp;lt;br&amp;gt;direct hit!!Blaster Bomb&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||57.1%||72.0%||80.5%||100%||16.1%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Personal Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||48.4%||64.1%||80.2%||0%||100%||69.2%&lt;br /&gt;
|-&lt;br /&gt;
!Power Suit&lt;br /&gt;
|$139,500 + 1000h||0%||17.4%||42.4%||47.2%||immune||100%||25.3%&lt;br /&gt;
|-&lt;br /&gt;
!Flying Suit&lt;br /&gt;
|$210,500 + 1400h||immune||11.2%||38.1%||36.3%||immune||98.5%||14.3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===TFTD===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Sonic Pistol!!Sonic-Blasta&amp;lt;br&amp;gt;Rifle!!Sonic Cannon!!Sonic Pulser&amp;lt;br&amp;gt;direct hit!!Sonic Pulser&amp;lt;br&amp;gt;blast rim!!Disruptor Pulse&amp;lt;br&amp;gt;direct hit!!Disruptor Pulse&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||93.8%||100%||100%||100%||78.7%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Plastic Aqua Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||40.6%||70.2%||89.3%||9.3%||100%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!Ion Armour&lt;br /&gt;
|$139,500 + 1000h||immune||immune||9.2%||58.4%||0%||97.5%||21.8%&lt;br /&gt;
|-&lt;br /&gt;
!Magnetic Ion Armour&lt;br /&gt;
|$210,500 + 1400h||immune||immune||0.8%||47.9%||immune||91.5%||9.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
*UFO: Personal Armour is not worth building. Power/Flying Suits are rather dubious, and poor against Heavy Plasma in particular. The Flying Suit&#039;s definitely worth building for your snipers, has obvious massive advantages against Chryssalids, and is worth it for psi-screened troops (who effectively cost ~$320,000 to replace instead of $40,000 due to dropout rates and the need to pay wages for two months), but in other circumstances doesn&#039;t really measure up.&lt;br /&gt;
*TFTD: Plastic Aqua Armour is of varying effectiveness depending on what the aliens are packing; it&#039;s great against Sonic Pistols and pretty good against Sonic-Blasta Rifles, but poor against Sonic Cannons and only somewhat effective against Sonic Pulsers (cuts down the number of kills, but a direct hit is still nearly-always fatal). Ion and Magnetic Ion Armours are simply fantastic, turning 100%-kill shots into 0%. In Magnetic Ion Armour, you only really have to worry about direct hits from Sonic Pulsers and DPLs - and since you can fly, it&#039;s a mite hard to hit you with the former. Armour in TFTD is far, far more effective than in UFO, thanks to the narrower damage ranges and its significant damage resistances, and issuing top-of-the-line armour to all troops is a high priority. Indeed, armour levels the field against non-DPL Lobster Men; your guns don&#039;t work on them, but theirs don&#039;t work on you either, allowing you to close to mêlée range.&lt;br /&gt;
&lt;br /&gt;
==List of organisations in Apocalypse by importance==&lt;br /&gt;
This is a list of the various organisations in X-Com: Apocalypse. I&#039;ve sorted them into categories by how important their services are (and therefore how hard you should try to avoid making them hostile), as well as the timeframe in which they&#039;re important. Order within the categories is simply the game ordering; they&#039;re not ranked.&lt;br /&gt;
&lt;br /&gt;
===Crucial===&lt;br /&gt;
Getting one of these organisations infiltrated or irrecoverably hostile makes the game extremely difficult.&lt;br /&gt;
*&#039;&#039;&#039;Government&#039;&#039;&#039; - Okay, this is kind of the obvious one. If you render the Government hostile and don&#039;t fix it by the end of the week, your funding goes away and that&#039;s terrible. However, this is incredibly unlikely to happen unless you actively raid or bomb government buildings, as the Government not only starts out friendly to you, but also hates the aliens (improving your relations every time you kill aliens) and is strongly resistant to infiltration.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you research Cloaking Fields. The revenue from selling those is so enormous that the government funding becomes redundant. You can live without their funding quite a while earlier, but you&#039;ll probably lose air superiority for a while due to how incredibly cash-hungry the air game is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megapol&#039;&#039;&#039; - Slightly less obvious than the Government, there are three main reasons you don&#039;t want to make an enemy of Megapol:&lt;br /&gt;
**First, and least important, Megapol is very aggressive and will perform both raids and air attacks on a regular basis. However, the raids, while second only to Osiron in strength, still aren&#039;t enough to get past Security Stations, and the air attacks are performed by Police Hovercars - which don&#039;t have any weapons capable of damaging most buildings.&lt;br /&gt;
**Second, Megapol Police Cars patrol the city (unless Megapol&#039;s balance is negative) and they will scramble Police Hovercars to attack any illegal flyers (which includes your aircraft, if Megapol hates you). This is a distraction you do not need when fighting UFOs. Bankrupting Megapol can allow you to avoid this (the only effect of bankruptcy that I know of), but is rather difficult due to Megapol&#039;s enormous budget.&lt;br /&gt;
**Third, and the reason Megapol&#039;s in &amp;quot;Crucial&amp;quot;: Megapol manufactures nearly all the good tactical equipment. Lawpistols and Plasma Guns are the best of the bought equipment, the Auto-Cannon is pretty decent, and Stun Grapples and Stun Grenades are the only way to stun aliens unless you go into psionics. Megapol Armour is also the cheapest in the game, and generally more effective than Marsec Armour at least as far as protection goes (exception for explosives, but most alien explosives are so powerful that you&#039;re still dead anyway). They also make a few bits of aircraft equipment, but those aren&#039;t particularly necessary.&lt;br /&gt;
&lt;br /&gt;
:On the plus side, like the Government, it&#039;s rather difficult to piss off Megapol... unless they get infiltrated. Don&#039;t let them get infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Once you have access to the Devastator Cannon and/or Toxigun, plus Disruptor Armour, Megapol becomes much less useful. Stun Grenades are still nice, but not absolutely necessary. The Police Hovercar issue becomes mostly irrelevant once you have 3+ shielded Retaliators in the sky, as at that point the air game is basically over. Still moderately annoying, but no longer crucial.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marsec&#039;&#039;&#039; - Marsec is the only source of armed vehicles (General Metro makes the Blazer Turbo Bike, but it&#039;s unarmed). As such, if Marsec is hostile you cannot replenish craft losses or expand your fleet and will swiftly lose the air war. Hostile Marsec is possibly even worse than hostile Megapol or Government, and it can happen much more easily as well (as they don&#039;t inherently like you or hate the aliens).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have the UFO prereqs for the Explorer (Transporter and Destroyer). The Explorer is enough to shoot down UFOs, and the Bio-Trans can transport troops. Note that I said the prereqs, not actually having the Explorer deployed. You can afford to be knocked out of the air war for a week or two, as long as you have the means to get back into it eventually.&lt;br /&gt;
&lt;br /&gt;
===Important===&lt;br /&gt;
You can live without these, but it will hurt.&lt;br /&gt;
*&#039;&#039;&#039;Transtellar&#039;&#039;&#039;  - Provides transport services for agents, technical personnel and goods. The only reason this isn&#039;t in &amp;quot;Crucial&amp;quot; is because new hires can use the People Tubes (and ultratime prevents them from getting stuck), and because you can do an end run around Transtellar for sellable equipment via selling at one base and buying at another. Still, if Transtellar&#039;s hostile you won&#039;t be able to move already-hired scientists and engineers from one base to another, nor unresearched alien artifacts; you&#039;ll have to be very careful about where you drop mission loot and which base you hire at.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, you&#039;re probably going to have to learn to live without Transtellar, since they start friendly to the aliens (and own a huge amount of very fragile infrastructure) and will as such nearly always go hostile on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;S.E.L.F.&#039;&#039;&#039; - Provides androids. Androids have much higher Health than untrained humans (which substantially reduces the chance of critical wounds), and can&#039;t be brainsucked or mind-controlled. You don&#039;t absolutely need them, though.&lt;br /&gt;
&lt;br /&gt;
:Note that S.E.L.F. doesn&#039;t just need to be non-hostile, but on the positive side of neutral for you to be able to recruit androids. On the plus side, they (logically enough) cannot be infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Disruptor Shields reduce your casualty rate to very low levels. This means humans will survive to surpass androids. The immunity to subversion is still quite useful, though.&lt;br /&gt;
&lt;br /&gt;
===Useful===&lt;br /&gt;
These organisations do provide services to X-Com, but they can be played around without much difficulty.&lt;br /&gt;
*&#039;&#039;&#039;Superdynamics&#039;&#039;&#039; - Provides aircraft engines, fuel, and the Cargo Module. They&#039;re only &amp;quot;Useful&amp;quot;, rather than &amp;quot;Important&amp;quot;, because all aircraft come with pre-installed engines and you start with enough fuel to last the entire game. You do lose out on the SD Special, though, which means that any further Hawks you buy won&#039;t be at their best in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you unlock the Explorer, since that has a built-in engine. The Bio-Trans has free Cargo Modules, too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;General Metro&#039;&#039;&#039; - Provides road engines (which aren&#039;t much use) and the Passenger Module (which is quite useful, albeit only in small quantities).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have enough Passenger Modules for your Bio-Trans. You shouldn&#039;t ever lose it unless things have gone really sideways, so there&#039;s no need for more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solmine&#039;&#039;&#039; - Sells only one item, Elerium. Elerium fuels the Lineage Plasma Cannon, which is the best craft weapon before Medium Disruptors. However, Elerium is commonly found as loot from raids, so you can work around a hostile Solmine quite easily (missile launchers are also quite decent alternatives).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you get Retaliators (which can mount Medium Disruptors in all three slots) or anytime prior as long as you&#039;re willing to go on frequent raids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanotech&#039;&#039;&#039; - Nanotech&#039;s on the cusp of being &amp;quot;Important&amp;quot;, because the Medi-Kit they sell is actually rather good. However, critical wounds aren&#039;t all that common in Apocalypse, it&#039;s fairly rare to actually lose a Medi-Kit, and a wounded soldier can be saved by evacuating them, so you can make do without them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutant Alliance&#039;&#039;&#039; - The Mutant Alliance provides Sectoid hybrids for recruitment. Hybrids are the only agents that can use psionics effectively, and even make better soldiers than humans after enough training (as they have the same physical stat caps, but can also become nearly immune to psionics). The problems are that psionics just aren&#039;t very good against aliens and that hybrids take a huge amount of training to reach their potential.&lt;br /&gt;
&lt;br /&gt;
:Like S.E.L.F., the Mutant Alliance needs to actually like you, rather than just not be hostile, to provide their services.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never. The second Alien Dimension mission, however, will switch the Mutant Alliance to Allied, so if that&#039;s imminent you probably don&#039;t want to bother paying them off.&lt;br /&gt;
&lt;br /&gt;
===Irrelevant===&lt;br /&gt;
These organisations either don&#039;t provide anything, or provide only things that are largely irrelevant. Hostilities with these only have the usual consequence of occasional base raids (and air attacks, if they&#039;re a gang or have been infiltrated). Some of them are allied to more important organisations, though, so you might want to avoid gratuitous damage to those.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cult of Sirius&#039;&#039;&#039; - Useless. Also moot, since unless the Aliens accidentally level their temple with an Overspawn they&#039;ll always be hostile.&lt;br /&gt;
*&#039;&#039;&#039;Cyberweb&#039;&#039;&#039; - Weapons Control systems don&#039;t let you lead targets, so they&#039;re useless. The Missile Evasion Matrix doesn&#039;t seem to work. Allied with S.E.L.F., though.&lt;br /&gt;
*&#039;&#039;&#039;Sensovision&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Lifetree&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Nutrivend&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Evonet&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary Clinic&#039;&#039;&#039; - Useless. Allied with Nanotech, though.&lt;br /&gt;
*&#039;&#039;&#039;Energen&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Synthemesh&#039;&#039;&#039; - Useless. They appear to repair your buildings even if hostile.&lt;br /&gt;
*&#039;&#039;&#039;Gravball League&#039;&#039;&#039; - Useless. There&#039;s a rumour that they increase the number of humans for hire, but I think that&#039;s an urban legend.&lt;br /&gt;
*&#039;&#039;&#039;Psyke&#039;&#039;&#039; - Produces Psiclone. However, you never need to buy Psiclone, only sell it, and you can do that even when the manufacturer&#039;s hostile.&lt;br /&gt;
*&#039;&#039;&#039;Diablo&#039;&#039;&#039; - Produces the Incendiary Grenade, but the Auto-Cannon and Minilauncher are better at that anyway. Does perform frequent and large raids, but with Security Stations that&#039;s just more free money.&lt;br /&gt;
*&#039;&#039;&#039;Osiron&#039;&#039;&#039; - Useless. They launch huge raids, but that&#039;s about it.&lt;br /&gt;
*&#039;&#039;&#039;Extropians&#039;&#039;&#039; - Useless. Allied with Marsec and Solmine, though.&lt;br /&gt;
*&#039;&#039;&#039;Technocrats&#039;&#039;&#039; - Useless.&lt;br /&gt;
&lt;br /&gt;
==Calcinite appearance chance==&lt;br /&gt;
You might wonder why I&#039;m making a table listing the chance of a Calcinite appearing in TFTD. Well, there are a few aliens that are important to encounter in TFTD - here&#039;s a list of why they&#039;re important and where you can guarantee encountering them:&lt;br /&gt;
&lt;br /&gt;
*Deep One corpse for Aqua Plastics and live capture for Ion Armour (guaranteed at first Terror Site, since it&#039;s always Gill Men)&lt;br /&gt;
*Lobster Man Commander live capture for T&#039;Leth, the Alien&#039;s City (guaranteed in Alien Colonies)&lt;br /&gt;
*Tasoth live capture for M.C. Disruptor (guaranteed in Alien Colonies)&lt;br /&gt;
*Gill Man corpse for Thermic Lance (guaranteed at first Terror Site)&lt;br /&gt;
*Calcinite corpse for Vibroblade (guaranteed... &#039;&#039;&#039;nowhere&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
That&#039;s right, Calcinites are the one important alien that isn&#039;t guaranteed to show up. What&#039;s worse, they&#039;re &#039;&#039;rare&#039;&#039;. Calcinites only appear on Aquatoid and Mixed Crew missions above water (i.e. Port/Island/Ship terror attacks and Base Defences). On my playthrough of TFTD on Superhuman, the damned things never appeared once in the entire game, until eventually I gave in, abandoned my &amp;quot;no psi&amp;quot; rule and used M.C. Disruptors to hit a colony and win. So, here&#039;s a table of how likely the terror mission for the month is to have Calcinites (this doesn&#039;t take into account retaliation, &#039;tis true, but early on an Aquatoid Base Defence is insanely hard and later on it can be difficult to provoke one). There&#039;s also a cumulative chance that, by the end of the month, you will have encountered Calcinites at some point. I&#039;ll only go up to May 2041, because things get complicated to calculate after that (there&#039;s a possibility that the aliens will run out of Artefact Sites).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month!!Chance!!Cumulative Chance&lt;br /&gt;
|-&lt;br /&gt;
!January 2040&lt;br /&gt;
|0%||0%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|20%||20%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|20%||36%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|26%||52.6%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|26%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!June&lt;br /&gt;
|13%||69.5%&lt;br /&gt;
|-&lt;br /&gt;
!July&lt;br /&gt;
|15%||74.1%&lt;br /&gt;
|-&lt;br /&gt;
!August&lt;br /&gt;
|15%||78.0%&lt;br /&gt;
|-&lt;br /&gt;
!September&lt;br /&gt;
|15%||81.3%&lt;br /&gt;
|-&lt;br /&gt;
!October&lt;br /&gt;
|19%||84.8%&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|19%||87.7%&lt;br /&gt;
|-&lt;br /&gt;
!December&lt;br /&gt;
|19%||90.0%&lt;br /&gt;
|-&lt;br /&gt;
!January 2041&lt;br /&gt;
|19%||91.9%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|19%||93.5%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|19%||94.7%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|19%||95.7%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|19%||96.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That&#039;s right: while you&#039;ve got an even chance to get drills by May, there&#039;s a one-in-five chance of no drills by September (when alien loadouts finalise, and DPL Lobster Men become way too common) and a one-in-ten chance of having to wait for the new year. RNG, ho!&lt;br /&gt;
&lt;br /&gt;
==Accuracy in Apocalypse==&lt;br /&gt;
&lt;br /&gt;
You may have been rather perplexed by the total lack of hard numbers on accuracy in Apoc. Unlike other games, there&#039;s just a highly-inexact accuracy bar. Well, fear not. I&#039;m going to explain what&#039;s going on, as best I&#039;ve been able to figure out (from [https://pastebin.com/PuSSyziU this] code dig - a big thankyou to Skin36 and OpenApoc - and from my own substantial in-game testing).&lt;br /&gt;
&lt;br /&gt;
===Accuracy formula===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the accuracy formula that Apocalypse uses. There are quite a few terms, so buckle up.&lt;br /&gt;
&lt;br /&gt;
*Agent inaccuracy term&lt;br /&gt;
**Start with the agent&#039;s inaccuracy (the value in the data files, 100-displayed accuracy).&lt;br /&gt;
**Multiply by 1.4 if both the agent&#039;s hands are full and &#039;&#039;either&#039;&#039; of the wielded items is over 2x2.&lt;br /&gt;
**Movement modes (in real-time; I haven&#039;t exhaustively tested TB, but I know it&#039;s different):&lt;br /&gt;
***If running, crawling, or run-flying, you cannot fire, so it doesn&#039;t matter what your accuracy is.&lt;br /&gt;
***If walking, multiply by 1.25.&lt;br /&gt;
***If standing, multiply by 0.8.&lt;br /&gt;
***If kneeling, multiply by 0.64 (0.8*0.8).&lt;br /&gt;
***If prone, multiply by 0.48 (0.6*0.8).&lt;br /&gt;
***If walk-flying, multiply by 1.4375 (1.25*1.15).&lt;br /&gt;
***If stand-flying, kneel-flying or prone-flying, multiply by 0.92 (0.8*1.15).&lt;br /&gt;
***If crawl-flying, multiply by... I&#039;m not even sure. I know it&#039;s lower (better) than walking, but higher (worse) than stand-flying. My guess based on the numbers in that dump is either 1.15 (1*1.15, or 1.25*0.8*1.15) or 1.0925 (0.95*1.15), but in-game testing doesn&#039;t have the precision to tell them apart.&lt;br /&gt;
**Shooting modes:&lt;br /&gt;
***If aimed, multiply by 0.5.&lt;br /&gt;
***If snap, multiply by 1.&lt;br /&gt;
***If auto, multiply by 2.&lt;br /&gt;
*Weapon inaccuracy term&lt;br /&gt;
**Weapon&#039;s inaccuracy (100-displayed accuracy) divided by 2.&lt;br /&gt;
*Lost health term&lt;br /&gt;
**100*(lost health/current health). Note that this gets absurdly large if your agent is on very low health.&lt;br /&gt;
*Critical wound term&lt;br /&gt;
**For X-COM Agents and most enemies, this is 150 if the arm with the weapon is wounded and 0 otherwise. (I don&#039;t think a bodypart can have multiple wounds.)&lt;br /&gt;
**Some aliens don&#039;t have separate bodyparts; for those, this is 100*wounds.&lt;br /&gt;
*Berserk term&lt;br /&gt;
**This is 200 if berserk and 0 otherwise.&lt;br /&gt;
*Cloaking term&lt;br /&gt;
**If the target is cloaked (has a Personal Cloaking Field in hand), this is 2000/(distance + 3). Otherwise, it&#039;s 0.&lt;br /&gt;
*Summation of terms&lt;br /&gt;
**Add up (agent inaccuracy)^2 + (weapon inaccuracy)^2 + (health term)^2 + (wound term)^2 + (berserk term)^2 + (cloaking term)^2.&lt;br /&gt;
**Take the square root, and round down. This is the final inaccuracy rating of the shot.&lt;br /&gt;
**98+ inaccuracy corresponds to a completely-empty &amp;quot;accuracy bar&amp;quot;; a hypothetical 0 inaccuracy would correspond to a completely-full &amp;quot;accuracy bar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===So a shot with 40 inaccuracy is 60% accurate?===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
There is no hit/miss test in Apocalypse. The inaccuracy rating is converted &#039;&#039;directly&#039;&#039; into the shot spread - a higher inaccuracy rating means a bigger spread. The actual chance to hit is determined by how much of that spread ends up hitting the target - this is going to vary dramatically depending on the target&#039;s cross-section, the distance to the target, and the presence or absence of cover obscuring parts of the target.&lt;br /&gt;
&lt;br /&gt;
(The high complexity of figuring this out, even neglecting cover, is presumably why Apocalypse is so cagey about giving you numbers.)&lt;br /&gt;
&lt;br /&gt;
I am not sure of the precise details of how the spread is generated, but I &#039;&#039;think&#039;&#039; that, for large inaccuracies and small targets, halving the inaccuracy should give you 4x the hit rate (as the spread will be half as wide and contain 1/4 the area). This doesn&#039;t hold if you&#039;re already hitting most of the time, however - obviously, your actual chance to hit can&#039;t go above 100%.&lt;br /&gt;
&lt;br /&gt;
===Consequences of this===&lt;br /&gt;
There are a few results here that bear mentioning.&lt;br /&gt;
*All the modifiers from movement, dual-wielding and shot mode &#039;&#039;only affect the agent inaccuracy term&#039;&#039;. This means that if the agent inaccuracy term is negligible (i.e., your agent has very high Accuracy), these become much less important. Let&#039;s do a worked example, with an Accuracy 20 and Accuracy 90 soldier both firing a Megapol Auto Cannon (accuracy 40), and assuming no special circumstances (full health, no cloaking or berserk).&lt;br /&gt;
**If the Accuracy 20 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((80*0.48*0.5)^2 + 30^2) = 35.&lt;br /&gt;
**If the Accuracy 20 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((80*1.4*1.25*2)^2 + 30^2) = 281.&lt;br /&gt;
**If the Accuracy 90 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((10*0.48*0.5)^2 + 30^2) = 30.&lt;br /&gt;
**If the Accuracy 90 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((10*1.4*1.25*2)^2 + 30^2) = 46.&lt;br /&gt;
:The Accuracy 20 soldier is going to be shooting all over the place if he doesn&#039;t pay attention to these modifiers, so much so that firing 8x as fast will still result in less hits. The Accuracy 90 soldier might hit half as often (at long range), but that&#039;s still 4x as many hits, and he gets more mobility to boot. This is a very nice emergent effect from the formula - well-trained soldiers can pull off cool stunts that rookies can&#039;t.&lt;br /&gt;
*In real-time mode, you should pretty much always dual-wield unless you can&#039;t afford (or can&#039;t get) the extra gun. Dual-wielding two-handed weapons in aimed mode ultimately gives a 0.7x modifier to agent inaccuracy (1.4*0.5), but single-wielding in snap mode - at the same rate of fire - gives a 1x modifier (i.e. strictly worse). Likewise, dual-wielding two-handed weapons in snap mode gives a 1.4x modifier, but single-wielding in auto mode gives 2x. However, because you get the two-handed penalty if &#039;&#039;either&#039;&#039; of your weapons is two-handed, you should generally give agents either two two-handed weapons or two one-handed weapons (not one of each).&lt;br /&gt;
*Because there&#039;s always a shot spread, anything you can do to cut down your cross-section (kneeling, crawling/prone, cover) will directly reduce how often you get hit. Since the first two &#039;&#039;also&#039;&#039; increase your own accuracy, they&#039;re critically important in a firefight and you should basically always be doing one of them unless you&#039;re moving or you need the elevated shooting position (to shoot over cover). The advantages of kneeling over prone are that a kneeling soldier can turn freely (a prone soldier has to get up to turn - not good in close quarters!) and that a kneeling soldier takes up less space (e.g. in a firing line) - but prone is better on the numbers in a long-range slugfest in open terrain  (e.g. the upper floor of a Procreation Park, some Corporate HQ maps, much of the Alien Dimension)&lt;br /&gt;
&lt;br /&gt;
==Weapon Effectiveness (UFO)==&lt;br /&gt;
Finally decided to do at least some of these; I want to get hard data regarding rifles vs. HC/AC, and regarding Cyberdiscs and Sectopods in particular. Note that these calculations render Spike&#039;s Firepower Tables obsolete, at least as far as they go, as the latter do not consider max-health and thus sometimes give nonsense numbers like 0.5 Blaster Bombs being required to kill a Sectopod.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectoid Soldier (health 30, front armour 4, under armour 2)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Average damage&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-30||19.0||35.8%||76.4%||93.6%||98.6%||99.7%||100.0%||Snap||42%||83.9||Snap||35.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-30||20.4||44.3%||82.2%||95.8%||99.2%||99.9%||100.0%||Auto*||24.5%||97.6||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-30||24.8||69.9%||94.8%||99.3%||99.9%||100.0%||100.0%||Snap||42%||106.9||Snap||44.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||24-30||29.6||88.7%||100%||-||-||-||-||Snap||42%||87.5||Snap||36.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-30||23.1||60.0%||90.8%||98.5%||99.8%||100.0%||100.0%||Auto||22.4%||104.5||Auto||40.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||20-30||28.8||77.8%||100%||-||-||-||-||Auto*||22.4%||87.8||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-30||23.7||63.4%||92.3%||98.8%||99.9%||100.0%||100.0%||Auto||19.6%||71.0||Auto||25.3&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-30||25.2||71.9%||95.5%||99.5%||99.9%||100.0%||100.0%||Auto*||32.2%||60.2||Snap||33.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-30||26.6||80.1%||97.7%||99.8%||100.0%||100.0%||100.0%||Snap||35%||115.4||Snap||40.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-30||24.4||67.6%||94.0%||99.2%||99.9%||100.0%||100.0%||Auto||35%||51.6||Auto||30.2&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-30||26.4||78.9%||97.4%||99.8%||100.0%||100.0%||100.0%||Auto*||38.5%||53.4||Auto||36.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-30||27.5||85.3%||98.8%||99.9%||100.0%||100.0%||100.0%||Auto*||35%||53.0||Snap||34.8&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-30||27.1||82.3%||98.2%||99.9%||100.0%||100.0%||100.0%||Aimed||77%||116.5||Snap||47.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||23-30||29.5||86.3%||100%||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;85.3&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||30-30||30.0||100%||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||25.5||74.0%||95.8%||99.5%||99.9%||100.0%||100.0%||n/a||n/a||n/a||Melee||39.2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at 114+/100+ (Rifle), never/111+ (AC-HE), 123+/107+ (Laser Rifle), 100+/87+ (Plasma Rifle), 117+/101+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Floater Soldier (health 35, front armour 8, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg. dmg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!rowspan=&amp;quot;2&amp;quot;|7-hit kill!!rowspan=&amp;quot;2&amp;quot;|8-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-35||17.8||18.9%||58.1%||82.9%||94.0%||98.1%||99.5%||99.9%||100.0%||Snap||42%||106.5||Snap||44.7&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-35||20.1||29.5%||68.3%||88.8%||96.6%||99.1%||99.8%||99.9%||100.0%||Auto*||24.5%||116.0||Auto||39.0&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-35||26.9||61.9%||90.8%||98.2%||99.7%||100.0%||100.0%||100.0%||100.0%||Snap||42%||117.4||Snap||49.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-35||30.6||60.4%||99.5%||100%||-||-||-||-||-||Snap||42%||110.1||Snap||46.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-35||24.3||49.4%||83.7%||95.9%||99.1%||99.8%||100.0%||100.0%||100.0%||Auto||22.4%||116.8||Auto||41.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-35||27.8||44.4%||95.6%||100.0%||100%||-||-||-||-||Auto||22.4%||109.4||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-35||34.3||86.8%||100%||-||-||-||-||-||-||Aimed||80.5%||105.4||Snap||50.9&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-35||25.2||53.8%||86.4%||96.8%||99.4%||99.9%||100.0%||100.0%||100.0%||Auto||19.6%||78.6||Auto||25.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-35||27.5||64.5%||92.0%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||Auto*||32.2%||64.2||Auto||34.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-35||29.7||74.9%||96.0%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||Snap||35%||122.3||Snap||42.8&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-35||26.3||59.0%||89.3%||97.8%||99.6%||99.9%||100.0%||100.0%||100.0%||Auto||35%||55.6||Auto||30.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-35||29.3||73.3%||95.5%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto*||38.5%||55.7||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-35||31.1||81.4%||97.8%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto*||35%||54.6||Auto||35.1&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-35||29.2||74.0%||95.1%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||128.4||Snap||52.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-35||30.0||56.9%||98.9%||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;108.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-35||33.9||83.1%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;87.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-35||35.0||97.8%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-35||28.1||67.2%||92.7%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||42.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at never/125 (Rifle), never/116+ (Laser Rifle), 107+/93-112 (Plasma Rifle), 122+/106+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Snakeman===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Snakeman Soldier (health 45, front armour 20, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|11HK!!rowspan=&amp;quot;2&amp;quot;|12HK!!rowspan=&amp;quot;2&amp;quot;|13HK!!rowspan=&amp;quot;2&amp;quot;|14HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|16HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-32||10.0||0%||9.5%||27.8%||48.0%||65.3%||78.3%||87.1%||92.6%||95.9%||97.8%||98.8%||99.4%||99.7%||99.9%||99.9%||100.0%||Snap||42%||214.3||Snap||90.0&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-40||13.4||0%||20.5%||45.9%||66.8%||81.2%||89.9%||94.8%||97.5%||98.8%||99.4%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||204.8||Auto||57.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-45||27.9||42.5%||75.6%||91.2%||97.1%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||153.1||Snap||64.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-45||35.6||41.5%||96.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Snap||42%||127.7||Snap||53.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-45||22.2||23.5%||56.9%||79.2%||91.0%||96.3%||98.6%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||165.7||Auto||48.9&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-45||31.0||22.2%||87.0%||99.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Auto||22.4%||127.4||Auto||40.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-45||42.2||73.7%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||117.7||Snap||56.8&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||38-45||44.7||93.1%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||99.6||Snap||48.1&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-45||24.2||30.1%||64.0%||84.1%||93.7%||97.7%||99.2%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||107.1||Auto||29.2&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-45||29.0||46.3%||78.7%||92.8%||97.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||77.7||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-45||33.7||62.0%||89.3%||97.4%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||143.2||Snap||50.1&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-45||26.6||38.1%||71.7%||89.0%||96.1%||98.7%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||70.0||Auto||33.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-45||33.0||59.6%||88.0%||96.9%||99.3%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||62.8||Auto||37.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-45||36.6||71.9%||94.2%||99.0%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||58.9||Auto||35.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-45||36.0||68.5%||93.1%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||136.3||Snap||56.0&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-45||34.6||37.3%||94.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;126.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-45||41.4||69.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;98.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||43-45||45.0||98.2%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-45||44.1||86.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;84.9&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||45-45||45.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-45||30.2||50.4%||81.1%||93.8%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||53.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Muton Soldier (health 125, front armour 20, under armour 10)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||60%||0-11||1.9||0%||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||2.2%||21.5%||56.7%||83.4%||95.2%||98.9%||100.0%||Snap||42%||1076.8||Snap||452.2&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||60%||0-16||3.5||0%||0%||0%||0%||0%||0.0%||0.0%||0.1%||0.3%||1.1%||25.1%||69.1%||92.6%||98.8%||99.8%||100.0%||100.0%||Auto||24.5%||901.1||Auto||229.6&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||60%||0-47||16.4||0%||0%||1.4%||10.4%||27.2%||47.1%||65.2%||78.9%||88.1%||93.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||545.4||Snap||229.1&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||16-68||42.0||0%||6.4%||69.6%||98.1%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||Snap||42%||256.1||Snap||107.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||60%||0-30||9.0||0%||0%||0%||0.0%||1.1%||5.3%||13.8%||26.1%||40.5%||54.8%||94.4%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||638.2||Auto||153.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||12-56||34.0||0%||0%||34.3%||87.5%||99.4%||100.0%||100.0%||100%||-||-||-||-||-||-||-||-||-||Auto||22.4%||238.8||Auto||66.3&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||27-102||64.5||0%||63.2%||98.7%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||221.8||Snap||107.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||40-125||88.8||15.8%||92.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||178.6||Snap||86.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-73||29.0||0%||4.2%||25.5%||52.3%||73.8%||87.2%||94.3%||97.6%||99.1%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||206.7||Auto||47.1&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-100||41.7||0%||23.5%||56.7%||79.9%||91.9%||97.1%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||135.3||Auto||49.8&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-125||64.3||15.2%||57.4%||83.7%||94.8%||98.5%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||236.4||Snap||82.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-84||34.0||0%||11.8%||40.3%||67.1%||84.4%||93.4%||97.4%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||126.2||Auto||50.0&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-125||60.6||9.9%||52.0%||80.5%||93.4%||98.0%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||95.3||Auto||43.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-125||80.1||37.2%||76.7%||93.4%||98.4%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||77.5||Auto||37.3&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-125||74.6||25.4%||68.0%||89.7%||97.3%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||214.6||Snap||88.1&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||15-65||40.0||0%||3.2%||62.1%||96.9%||100.0%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;253.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||25-95||60.0||0%||52.5%||97.4%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;187.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||45-125||95.8||27.9%||96.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;131.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||35-125||80.0||1.1%||85.4%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;160.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||90-125||121.9||82.6%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;77.5&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-110||46.6||0%||27.1%||58.5%||79.9%||91.3%||96.5%||98.7%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||104.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
====Soldier====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ethereal Soldier (health 55, front armour 35, under armour 35)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-17||2.9||0%||0%||0.0%||0.2%||1.1%||2.8%||5.7%||9.8%||15.0%||21.2%||56.8%||82.5%||94.3%||98.4%||99.6%||99.9%||100.0%||Snap||42%||655.8||Snap||275.4&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-25||5.3||0%||0%||1.7%||6.1%||13.3%||22.5%||32.8%||43.4%||53.6%||62.7%||90.5%||98.3%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||477.7||Auto||125.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-55||24.3||20.4%||49.6%||71.7%||85.4%||92.8%||96.6%||98.5%||99.3%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||224.9||Snap||94.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||0-43||17.8||0%||22.5%||55.5%||79.2%||91.6%||97.0%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||279.3||Snap||117.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-49||14.4||0%||15.7%||36.5%||55.9%||71.1%||81.9%||89.1%||93.6%||96.3%||98.0%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||289.7||Auto||74.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||0-31||11.0||0%||3.3%||19.7%||42.7%||63.8%||79.3%||89.0%||94.5%||97.4%||98.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||318.2||Auto||81.5&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||2-55||36.2||30.3%||79.6%||96.8%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100%||-||-||-||-||-||-||-||Aimed||80.5%||180.4||Snap||87.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||15-55||46.9||60.4%||97.5%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||132.4||Snap||63.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-55||17.7||3.2%||25.5%||49.3%||68.1%||81.0%||89.2%||94.1%||96.8%||98.4%||99.2%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||176.7||Auto||40.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-55||26.4||25.6%||56.0%||77.0%||88.9%||94.9%||97.8%||99.1%||99.6%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||103.9||Auto||42.6&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-55||34.7||47.4%||78.0%||91.8%||97.2%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||176.2||Snap||61.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-55||22.0||14.3%||41.6%||64.8%||80.4%||89.7%||94.8%||97.5%||98.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||101.5||Auto||42.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-55||33.5||44.1%||75.2%||90.2%||96.4%||98.8%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||74.5||Auto||39.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-55||40.0||61.0%||87.9%||96.7%||99.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||65.3||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||80%||0-55||31.0||37.6%||68.1%||85.4%||93.8%||97.5%||99.0%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||213.5||Snap||87.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||0-40||16.1||0%||16.8%||47.1%||72.4%||87.5%||94.9%||98.1%||99.3%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;288.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||0-55||33.3||22.5%||72.6%||94.3%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;158.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||20-55||49.3||68.5%||99.4%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;99.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||10-55||43.6||50.5%||93.6%||99.8%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;117.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||55-55||55.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||80%||0-55||21.8||13.7%||39.2%||61.5%||77.3%||87.3%||93.1%||96.4%||98.2%||99.1%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||100.5&lt;br /&gt;
|}&lt;br /&gt;
====Leader====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ethereal Leader (health 55, front armour 40, under armour 40)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-12||1.5||0%||0%||0%||0.0%||0.0%||0.1%||0.2%||0.6%||1.1%||2.0%||13.3%||34.6%||58.0%||76.5%||88.3%||94.7%||99.1%||Snap||42%||1063.5||Snap||446.7&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-20||3.4||0%||0%||0.2%||1.0%||2.8%||6.0%||10.6%||16.5%||23.3%||30.7%||66.5%||87.9%||96.4%||99.1%||99.8%||100.0%||100.0%||Auto||24.5%||670.8||Auto||173.2&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-55||21.9||15.9%||42.3%||64.6%||79.7%||89.0%||94.3%||97.1%||98.6%||99.3%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||251.3||Snap||105.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||0-38||14.0||0%||11.6%||36.1%||60.5%||78.3%||89.1%||94.9%||97.7%||99.0%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||340.5||Snap||143.0&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-44||11.6||0%||9.8%||25.4%||42.4%||57.9%||70.4%||79.9%||86.8%||91.5%||94.6%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||340.5||Auto||86.1&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||0-26||7.8||0%||0.0%||5.8%||18.4%||34.9%||51.7%||66.3%||77.7%||85.9%||91.4%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||417.6||Auto||104.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||0-55||32.6||23.7%||70.4%||92.4%||98.5%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||200.5||Snap||96.9&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||10-55||44.8||55.4%||94.8%||99.9%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||139.6||Snap||67.4&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-52||14.8||0%||16.6%||37.5%||56.4%||71.2%||81.7%||88.7%||93.3%||96.1%||97.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||205.4||Auto||46.4&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-55||24.1||21.5%||49.7%||71.1%||84.6%||92.2%||96.2%||98.2%||99.2%||99.6%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||113.2||Auto||45.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-55||33.1||44.4%||74.8%||89.8%||96.1%||98.6%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||185.7||Snap||65.0&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-55||19.4||9.5%||33.2%||55.8%||72.8%||84.1%||91.1%||95.2%||97.4%||98.7%||99.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||114.0||Auto||46.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-55||31.8||41.0%||71.6%||87.7%||95.1%||98.1%||99.3%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||78.0||Auto||40.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-55||38.8||58.9%||86.2%||95.9%||98.8%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||67.0||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||80%||0-55||29.1||34.3%||63.8%||81.9%||91.5%||96.2%||98.4%||99.3%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||228.9||Snap||94.0&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||0-35||12.4||0%||7.3%||27.6%||51.0%||70.3%||83.5%||91.5%||95.8%||98.1%||99.1%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;357.3&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||0-55||29.4||15.5%||61.5%||87.6%||96.9%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;179.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||15-55||47.6||64.0%||97.9%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;103.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||5-55||41.0||45.1%||89.1%||99.1%||100.0%||100.0%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;125.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||55-55||55.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||80%||0-55||19.2||9.2%||30.9%||52.4%||69.2%||81.0%||88.7%||93.4%||96.3%||97.9%||98.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||115.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cyberdisc (health 120, front armour 34, under armour 34)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||80%||0-7||0.7||0%||0%||0%||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.6%||3.4%||11.0%||24.1%||57.8%||Snap||42%||2115.1||Snap||888.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||80%||0-14||2.0||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||1.8%||13.2%||36.9%||63.1%||82.2%||92.7%||99.1%||Auto||24.5%||1366-1415||Auto||346.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||80%||0-55||17.1||0%||0%||4.9%||16.8%||33.2%||50.4%||65.4%||77.2%||85.6%||91.3%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||539.6||Snap||226.6&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||60%||0-30||3.6||0%||0%||0.0%||0.0%||0.7%||4.8%||15.3%||32.0%||50.9%||67.8%||98.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||762.8||Snap||320.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||80%||0-33||8.1||0%||0%||0%||0.2%||1.5%||4.9%||10.9%||19.3%||29.5%||40.6%||83.7%||97.4%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||718.6||Auto||171.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||60%||0-5||0.6||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.6%||8.4%||28.8%||53.8%||74.1%||86.9%||97.3%||Auto||22.4%||1839-1900||Auto||425.4&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||60%||0-120||39.4||0.0%||28.6%||83.8%||98.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||269.5||Snap||130.2&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||60%||0-120||94.3||33.0%||98.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||157.2||Snap||75.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-58||18.4||0%||0.1%||6.8%||21.0%||39.0%||56.4%||70.8%||81.5%||88.8%||93.5%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||284.6||Auto||62.6&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-86||30.9||0%||12.2%||36.0%||59.5%||76.9%||87.8%||94.0%||97.2%||98.7%||99.4%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||165.7||Auto||60.4&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-120||53.7||9.9%||45.9%||73.5%||88.6%||95.5%||98.4%||99.4%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||272.4||Snap||95.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-70||23.7||0%||3.5%||18.4%||39.2%||59.1%||74.7%||85.3%||91.9%||95.7%||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||163.3||Auto||63.5&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-120||49.6||4.3%||39.0%||68.3%||85.5%||94.0%||97.7%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||109.3||Auto||48.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-120||70.9||33.3%||70.4%||89.3%||96.6%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||83.1||Auto||38.9&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-120||113.6||84.1%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||113.3||Snap||46.5&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||60%||0-26||2.3||0%||0%||0.0%||0.0%||0.0%||0.5%||2.6%||8.3%||18.1%||31.3%||86.9%||98.8%||99.9%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;913.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||60%||0-107||29.9||0%||9.6%||60.4%||92.3%||99.1%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;254.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||60%||0-120||107.4||59.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;105.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||60%||0-120||74.7||9.6%||89.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;151.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||60%||113-120||120.0||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-96||35.5||0%||15.7%||40.0%||62.2%||78.2%||88.2%||94.0%||97.0%||98.6%||99.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||128.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
====Front====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, front armour 145, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||19.6%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-35||3.5||0%||0%||0.0%||0.1%||0.4%||0.9%||1.7%||2.8%||4.3%||6.2%||20.6%||39.9%||58.8%||73.9%||84.5%||91.3%||97.6%||Auto||32.2%||868-904||Auto||291.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||23.4||5.8%||19.0%||34.3%||48.7%||61.1%||71.2%||79.1%||85.0%||89.4%||92.6%||98.9%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||499.0||Snap||174.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||38.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-39||4.1||0%||0%||0.1%||0.4%||1.0%||1.9%||3.4%||5.3%||7.7%||10.5%||29.9%||51.7%||70.1%||83.0%||90.9%||95.4%||99.0%||Auto||35%||719-753||Auto||263.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||n/a||n/a||n/a||Melee||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Side====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, side armour 130, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-8||0.3||0%||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.2%||Auto||19.6%||&amp;gt;5612||Auto||&amp;gt;1100&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-50||7.0||0%||0.2%||1.2%||3.3%||6.6%||11.0%||16.4%||22.4%||28.8%||35.4%||65.4%||84.4%||93.8%||97.7%||99.2%||99.8%||100.0%||Auto||32.2%||500.3||Auto||168.8&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||29.0||11.7%||29.7%||47.5%||62.5%||74.0%||82.5%||88.4%||92.5%||95.2%||96.9%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||399.8||Snap||139.9&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||38.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-54||7.9||0%||0.5%||2.1%||5.1%||9.6%||15.1%||21.6%||28.5%||35.6%||42.7%||72.3%||88.8%||96.0%||98.7%||99.6%||99.9%||100.0%||Auto||35%||432.9||Auto||159.1&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||n/a||n/a||n/a||Melee||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rear====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, rear armour 100, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-12||0.7||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.1%||0.4%||1.4%||3.5%||7.1%||19.7%||Snap||42%||5460.5||Snap||2293.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-38||5.3||0%||0%||0.2%||0.8%||2.0%||4.1%||7.0%||10.8%||15.3%||20.5%||49.7%||73.9%||88.3%||95.3%||98.3%||99.4%||99.9%||Auto||19.6%||716.1||Auto||147.1&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-80||17.9||0%||7.6%||19.7%||33.5%||47.0%||59.1%||69.2%||77.2%||83.5%||88.2%||98.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||236.9||Auto||83.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||40.2||23.4%||49.0%||68.7%||81.8%||89.8%||94.5%||97.1%||98.5%||99.2%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||281.6||Snap||98.6&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-28||3.0||0%||0%||0%||0.0%||0.1%||0.3%||0.6%||1.2%||2.1%||3.3%||15.4%||34.8%||55.4%||72.5%||84.4%||91.8%||98.1%||Auto||38.5%||794-826||Auto||317.9&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-84||19.1||0%||8.8%||22.2%||36.9%||50.8%||62.8%||72.6%||80.2%||86.0%||90.2%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||214.9||Auto||82.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||3.5||0%||0%||0%||0.0%||0.0%||0.1%||0.3%||0.6%||1.1%||1.7%||9.0%||23.0%||40.5%||57.8%||72.1%||82.7%||94.3%||n/a||n/a||n/a||Melee||893.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Skipping_Laser_Weapons&amp;diff=121719</id>
		<title>Skipping Laser Weapons</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Skipping_Laser_Weapons&amp;diff=121719"/>
		<updated>2025-04-18T10:04:32Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: going straight to Heavy Plasma isn&amp;#039;t the worst idea in the world&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Skipping Laser Weapons]] is the strategy of skipping research on laser weapons entirely, and instead immediately researching plasma weapons (usually the [[Plasma Rifle]] or [[Heavy Plasma]] Gun, for reasons discussed below). Veteran players of UFO: Enemy Unknown typically consider this a suboptimal choice, but there is at least one well-known challenge which makes it worthwhile. This page will explain why skipping laser weapons is generally a bad idea, but also describe the situations in which it&#039;s worthwhile and how best to employ the strategy.&lt;br /&gt;
&lt;br /&gt;
Article written by [[User:Magic9mushroom|magic9mushroom]].&lt;br /&gt;
&lt;br /&gt;
==Why lasers are worthwhile==&lt;br /&gt;
Skipping laser weapons appears, from a naïve perspective, to be a great idea. If you&#039;re eventually going to abandon the [[Laser Rifle]] in favour of [[Heavy Plasma]], why bother getting the former at all? Well, there are several reasons, most relating to the first few months of UFO.&lt;br /&gt;
&lt;br /&gt;
*First and foremost: until you assault your first UFO and get your hands on some alien artefacts, there&#039;s not much else worth researching. The [[Motion Scanner]] isn&#039;t particularly useful, and the [[Medi-Kit]] is less effective early on, because unarmoured rookies usually die in one hit and don&#039;t cost much more to replace than a Medi-Kit costs to produce. Lasers also get your ten starting engineers doing something productive early on.&lt;br /&gt;
*Plasma weapons need ammunition, while lasers do not. This is rarely a problem in a tactical sense - all plasma weapons have large clip sizes - but unless you deliberately conserve ammunition, it can be difficult to recover more clips of your chosen type than you use in every mission. This goes double if you&#039;re shooting for the [[Heavy Plasma]], because only a small proportion of aliens will carry the weapon early on.&lt;br /&gt;
*Lasers are researched very quickly - you receive the [[Laser Pistol]] after a mere 150 scientist-days, and the [[Laser Rifle]] 300 scientist-days after that (450 total). Unlocking the [[Plasma Rifle]] takes 1100 scientist-days (700 for the weapon, and 400 for the ammo). As such, researching plasma weapons early on will delay other important projects such as the [[Hyper-Wave Decoder]], and you&#039;re on the clock to develop some form of energy weapon, because of...&lt;br /&gt;
*Cyberdiscs. Your first Sectoid [[Terror Site]] will probably occur somewhere between January and March, and if you don&#039;t have energy weapons deployed, it&#039;s going to suck. Cyberdiscs have significant armour and a resistance to both Armour Piercing and High Explosive damage, making the standard [[Rifle]] nearly useless and even the [[Auto-Cannon]] and [[Heavy Cannon]] quite underwhelming. The [[Rocket Launcher]] and [[High Explosive]] &#039;&#039;will&#039;&#039; work on Cyberdiscs, but both are heavy, unwieldy weapons; energy weapons fire much more quickly and can be handed out to the whole squad. Plasma weapons inflict even more damage than lasers, but it&#039;s a smaller improvement compared to the enormous gulf between conventional weapons and lasers (for a single soldier with 100 Firing Accuracy, it takes on average 2/3 of a turn to kill a Cyberdisc with Heavy Plasma, 1 turn with a Plasma Rifle, and 1.5 turns with a Laser Rifle... but a bit over 4 turns with a Heavy Cannon, and almost 8 with an Auto-Cannon).&lt;br /&gt;
*There&#039;s also a significant opportunity cost to using plasma weapons, because the weapons themselves fetch very high prices when sold. A 14-man squad equipped with Plasma Rifles is using over 1.8 million dollars worth of equipment, not even counting the ongoing cost of clips; a squad using Laser Rifles only carries $500,000 worth. The difference could buy you 15 more scientists and their first month of pay, or a new radar base. Heavy Plasma Guns are even more expensive.&lt;br /&gt;
&lt;br /&gt;
Between all these reasons, it&#039;s generally considered standard to immediately research and deploy the [[Laser Pistol]] and [[Laser Rifle]]. After a few months, when you&#039;ve amassed a large stockpile of Heavy Plasma ammunition (and the aliens are employing it more often), money isn&#039;t as tight, [[Muton|tougher]] [[Ethereal|aliens]] are showing up, and you&#039;ve got a little more freedom in your research, it&#039;s certainly worthwhile to switch over, but not right out of the gate.&lt;br /&gt;
&lt;br /&gt;
There is one notable exception...&lt;br /&gt;
&lt;br /&gt;
==Council Funding only==&lt;br /&gt;
&lt;br /&gt;
One of the more well-known challenges, the rules of the &amp;quot;Council Funding only&amp;quot; scenario are that X-Com may not sell any manufactured or looted items. This immediately obviates the opportunity cost of plasma weaponry - because you can&#039;t sell it anyway - and makes the manufacturing cost of Laser Rifles much more noticeable. The [[Medi-Kit]] is also slightly more relevant. As such, [[Skipping Laser Weapons]] is actually a fairly-good idea.&lt;br /&gt;
&lt;br /&gt;
===Which one?===&lt;br /&gt;
There are, of course, three plasma weapons to choose from, and each has to be researched separately from the others. With fewer scientists in this challenge (due to the expense), simply researching all of them is not feasible.&lt;br /&gt;
&lt;br /&gt;
*The [[Plasma Pistol]] is the quickest to research, at 1000 scientist-days, but does not unlock [[Plasma Beam]] research and is quite weak (only 52 power, less than a Laser Rifle!). The Plasma Pistol also becomes rare from March onward, disappearing entirely at the start of June.&lt;br /&gt;
*The [[Plasma Rifle]] takes 1100 scientist-days to research, unlocks the Plasma Beam and is the most accurate Snap and Auto weapon in the game. It deals an average 80 damage. The Plasma Rifle appears regularly until the end of July, disappearing entirely at the start of September.&lt;br /&gt;
*The [[Heavy Plasma]] Gun is the most damaging weapon (average 115), but is subject to the aforementioned limited availability for the first few months. It also takes 1200 scientist-days to research, but unlocks the Plasma Beam.&lt;br /&gt;
&lt;br /&gt;
Generally, the Plasma Rifle is the best choice early on, though it may become necessary to switch over to Heavy Plasma when the supply starts to dry up.&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121718</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121718"/>
		<updated>2025-04-18T07:08:38Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* i have OA backups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
&lt;br /&gt;
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
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:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
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:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
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::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
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:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
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== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
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Please use a little more caution in future.&lt;br /&gt;
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:Lolz, ironic echo. Nice.&lt;br /&gt;
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:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
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:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
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Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
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:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
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== Apocalypse question ==&lt;br /&gt;
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Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
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:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
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:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
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==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
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==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
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== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
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==STOP== &lt;br /&gt;
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...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
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:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
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:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;br /&gt;
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::1. The only people I have interacted with since the Apoc section revamp are Magic9mushroom (conflict), Darkpast (conflict), Bard (one revert on the cheats page), Jasonred (banter), Hobbes (praise). And no one else. To claim that quite a few editors have had objections is FALSE. The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast. ...so your are a proven LIAR.&lt;br /&gt;
2. Consensus is why nothing got done. Mainstream wikipedia is now a sad joke of an encylopedia because consensus is preferred over truth. If all the lefty admins agree on something, then thats the &#039;truth&#039;. What happens when their little circle agrees on something even though it is false. ...because consensus makes them feel like they are right. ie: &amp;quot;too many cooks in the kitchen&amp;quot;. This place apoc was templated by me to be (1) uniform, (2) easy to read without novelisation (terse wording and bullet points), (3) removal of vast amounts of repetativeness on multiple pages, (4) removal of simplistic grasp on the english language, (5) massive amount of input with new data and uniform pics.&lt;br /&gt;
3. Like I mentioned. The only two that have had conflict are you and Darkpast because I changed the pages which either of you &#039;last edited by&#039; in the history list. IT IS OBVIOUS without a doubt that you have a had a dummy-spit because you think those pages are the be-end-all-end of finality ...that is why you changed Law Pistol and Chrysalis (and others) back to those last users and destroyed(ing) the flow and uniformness and other aspects as mentioned in the numbered points above. There is nothing wrong with either of those pages, so why did you change them? You haven&#039;t added anything constructive to it but just blantant rollback. eg: on the Chrysalis roll back there is no pics of what the thing looks like on the battlescape? ...so you made the page worse. I don&#039;t own the pages and neither do you - if you change them, ADD information to it to make it better for everyone and don&#039;t just roll back pages, it makes you look petty and gives me concrete proof that you are vandalising the apoc wiki.&lt;br /&gt;
4. I don&#039;t ram things through, I constructively edited (the numbered points above) the whole Apoc section. How can one get concensus of all involved when most are AWOL or disinterested? So without mass approval or agreement nothing gets done! ...and eventually half-arsed repetative articles appear throughout Apoc section without organisation. The -number one- reason did it so for OPENAPOC.&lt;br /&gt;
5. Change the articles as you seem fit to do so but don&#039;t destroy information. Build the pages to be better. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
:&amp;quot;The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast.&amp;quot; - you&#039;re forgetting Gamer500018.&lt;br /&gt;
:I rolled back Lawpistol because you removed the UFOpaedia entry for its clip and because you put in nonsense advice (it is one-handed, so it should always be dual-wielded). I rolled back Chrysalis because you changed all the plurals to &amp;quot;Chrysalises&amp;quot; rather than the correct &amp;quot;Chrysalides&amp;quot;, and because you bizarrely removed the infobox formatting. I did actually miss that I&#039;d removed the battlescape images of Chrysalides; thanks and I&#039;ll re-add those.&lt;br /&gt;
:I do understand the value of uniformity. I&#039;m going to edit &#039;&#039;all&#039;&#039; of the weapon and alien pages back to use infoboxes and (for weapons) the old, cleaner Battlescape images. I&#039;m just not as fast as you, so it&#039;s not done yet. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:33, 13 April 2025 (UTC)&lt;br /&gt;
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Wrong. the plural is &amp;quot;The plural of chrysalis is chrysalises. Find more words at wordhippo.com&amp;quot;.&lt;br /&gt;
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Gamer500018 was a (ex)user on here that made a throwaway account just so they could call me a troll.&lt;br /&gt;
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Now your nitpicking:&lt;br /&gt;
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&amp;quot;it is one-handed, so it should always be dual-wielded&amp;quot; Read what the official blurb is. Dual handed? Yeah one could, but be prepared to a backpack full of ammo and playing like that won&#039;t last long since stock levels are low for ammo. Essentially what i wrote. The official wording suggests that it is a back-up weapon, so that wht was I impled in the text.&lt;br /&gt;
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the &amp;quot;ammunition for law pistol clip&amp;quot;, &amp;quot;the ammuntion for...&amp;quot; etc. etc. official blurb were left out because they are not necessary. It doesn&#039;t add usefulness to the page.&lt;br /&gt;
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The info-box become large and take up alot of space if you resize the pic to bigger than a postage stamp. The article then has a lot of empty space which is not necessary and a waste of space... and it looks stupid and ametuerish.&lt;br /&gt;
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I don&#039;t know why you are doing it? The Apoc section has only garnered positive comments from /v/ about the layout after I asked people to look at it by using history for each page they look at.  Does it cut your soo deep that I didn&#039;t conform to the hivemind and because I didn&#039;t ask everyone. Are you a....&lt;br /&gt;
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HOLY SHIT! I just looked up &amp;quot;Magic9mushroom&amp;quot; in google... your an adult and your into that asian pedophilic cartoons? &#039;Aminmey&#039; or something? ... your a borderline pedo mate. FUCK OFF and don&#039;t message me again... and ban me if you want, I&#039;m nevercoming back if this place is associated with filthy degenerates like you.&lt;br /&gt;
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== i have OA backups  ==&lt;br /&gt;
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i have backups .. maybe i can try setup it on some host... Makus&lt;br /&gt;
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:Keep me posted. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:08, 18 April 2025 (UTC)&lt;br /&gt;
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== also spoiler code question ==&lt;br /&gt;
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ufopaedia have spoiler code ? build in or custom? pls post this code here if so&lt;br /&gt;
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:I don&#039;t know of any. Also, please sign talk-page posts with four tildes (~). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:06, 18 April 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121717</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121717"/>
		<updated>2025-04-18T07:06:36Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* also spoiler code question */&lt;/p&gt;
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&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
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Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
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:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
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== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
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--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
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:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
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== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
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Hi Magic9mushroom&lt;br /&gt;
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Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
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EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
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:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
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I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
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== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
&lt;br /&gt;
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
&lt;br /&gt;
:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::1. The only people I have interacted with since the Apoc section revamp are Magic9mushroom (conflict), Darkpast (conflict), Bard (one revert on the cheats page), Jasonred (banter), Hobbes (praise). And no one else. To claim that quite a few editors have had objections is FALSE. The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast. ...so your are a proven LIAR.&lt;br /&gt;
2. Consensus is why nothing got done. Mainstream wikipedia is now a sad joke of an encylopedia because consensus is preferred over truth. If all the lefty admins agree on something, then thats the &#039;truth&#039;. What happens when their little circle agrees on something even though it is false. ...because consensus makes them feel like they are right. ie: &amp;quot;too many cooks in the kitchen&amp;quot;. This place apoc was templated by me to be (1) uniform, (2) easy to read without novelisation (terse wording and bullet points), (3) removal of vast amounts of repetativeness on multiple pages, (4) removal of simplistic grasp on the english language, (5) massive amount of input with new data and uniform pics.&lt;br /&gt;
3. Like I mentioned. The only two that have had conflict are you and Darkpast because I changed the pages which either of you &#039;last edited by&#039; in the history list. IT IS OBVIOUS without a doubt that you have a had a dummy-spit because you think those pages are the be-end-all-end of finality ...that is why you changed Law Pistol and Chrysalis (and others) back to those last users and destroyed(ing) the flow and uniformness and other aspects as mentioned in the numbered points above. There is nothing wrong with either of those pages, so why did you change them? You haven&#039;t added anything constructive to it but just blantant rollback. eg: on the Chrysalis roll back there is no pics of what the thing looks like on the battlescape? ...so you made the page worse. I don&#039;t own the pages and neither do you - if you change them, ADD information to it to make it better for everyone and don&#039;t just roll back pages, it makes you look petty and gives me concrete proof that you are vandalising the apoc wiki.&lt;br /&gt;
4. I don&#039;t ram things through, I constructively edited (the numbered points above) the whole Apoc section. How can one get concensus of all involved when most are AWOL or disinterested? So without mass approval or agreement nothing gets done! ...and eventually half-arsed repetative articles appear throughout Apoc section without organisation. The -number one- reason did it so for OPENAPOC.&lt;br /&gt;
5. Change the articles as you seem fit to do so but don&#039;t destroy information. Build the pages to be better. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
:&amp;quot;The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast.&amp;quot; - you&#039;re forgetting Gamer500018.&lt;br /&gt;
:I rolled back Lawpistol because you removed the UFOpaedia entry for its clip and because you put in nonsense advice (it is one-handed, so it should always be dual-wielded). I rolled back Chrysalis because you changed all the plurals to &amp;quot;Chrysalises&amp;quot; rather than the correct &amp;quot;Chrysalides&amp;quot;, and because you bizarrely removed the infobox formatting. I did actually miss that I&#039;d removed the battlescape images of Chrysalides; thanks and I&#039;ll re-add those.&lt;br /&gt;
:I do understand the value of uniformity. I&#039;m going to edit &#039;&#039;all&#039;&#039; of the weapon and alien pages back to use infoboxes and (for weapons) the old, cleaner Battlescape images. I&#039;m just not as fast as you, so it&#039;s not done yet. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:33, 13 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wrong. the plural is &amp;quot;The plural of chrysalis is chrysalises. Find more words at wordhippo.com&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gamer500018 was a (ex)user on here that made a throwaway account just so they could call me a troll.&lt;br /&gt;
&lt;br /&gt;
Now your nitpicking:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;it is one-handed, so it should always be dual-wielded&amp;quot; Read what the official blurb is. Dual handed? Yeah one could, but be prepared to a backpack full of ammo and playing like that won&#039;t last long since stock levels are low for ammo. Essentially what i wrote. The official wording suggests that it is a back-up weapon, so that wht was I impled in the text.&lt;br /&gt;
&lt;br /&gt;
the &amp;quot;ammunition for law pistol clip&amp;quot;, &amp;quot;the ammuntion for...&amp;quot; etc. etc. official blurb were left out because they are not necessary. It doesn&#039;t add usefulness to the page.&lt;br /&gt;
&lt;br /&gt;
The info-box become large and take up alot of space if you resize the pic to bigger than a postage stamp. The article then has a lot of empty space which is not necessary and a waste of space... and it looks stupid and ametuerish.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know why you are doing it? The Apoc section has only garnered positive comments from /v/ about the layout after I asked people to look at it by using history for each page they look at.  Does it cut your soo deep that I didn&#039;t conform to the hivemind and because I didn&#039;t ask everyone. Are you a....&lt;br /&gt;
&lt;br /&gt;
HOLY SHIT! I just looked up &amp;quot;Magic9mushroom&amp;quot; in google... your an adult and your into that asian pedophilic cartoons? &#039;Aminmey&#039; or something? ... your a borderline pedo mate. FUCK OFF and don&#039;t message me again... and ban me if you want, I&#039;m nevercoming back if this place is associated with filthy degenerates like you.&lt;br /&gt;
&lt;br /&gt;
== i have OA backups  ==&lt;br /&gt;
&lt;br /&gt;
i have backups .. maybe i can try setup it on some host... Makus&lt;br /&gt;
&lt;br /&gt;
== also spoiler code question ==&lt;br /&gt;
&lt;br /&gt;
ufopaedia have spoiler code ? build in or custom? pls post this code here if so&lt;br /&gt;
&lt;br /&gt;
:I don&#039;t know of any. Also, please sign talk-page posts with four tildes (~). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:06, 18 April 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dual-wield&amp;diff=121612</id>
		<title>Dual-wield</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dual-wield&amp;diff=121612"/>
		<updated>2025-04-13T23:57:37Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the original X-COM trilogy, it is possible for soldiers to wield a weapon in each hand at the same time. This is called dual-wielding.&lt;br /&gt;
&lt;br /&gt;
==UFO &amp;amp; TFTD==&lt;br /&gt;
&lt;br /&gt;
In UFO: Enemy Unknown and X-Com: Terror from the Deep, there is no firepower benefit from dual-wielding, as firing weapons uses the same amount of TU regardless of whether a soldier is wielding two weapons or only one (i.e. you cannot fire both weapons &amp;quot;at the same time&amp;quot;). There is a direct penalty, as two-handed weapons will suffer a 20% accuracy penalty (*0.8 accuracy) if the opposing hand is not free. As such, it is generally suboptimal to dual-wield most weapons.&lt;br /&gt;
&lt;br /&gt;
However, as most items can only be used when in hand, and moving objects around in the inventory costs TU, it can be useful to keep two items in hand for the sake of versatility. Usually this consists of a soldier &amp;quot;dual-wielding&amp;quot; a pistol with a flare, grenade or medikit, but wielding two weapons can occasionally be worthwhile if they are sufficiently different (e.g. [[Laser Pistol]] + [[Blaster Launcher]] in UFO, or [[Sonic Pistol]] + [[Vibroblade]] in TFTD).&lt;br /&gt;
&lt;br /&gt;
==Apocalypse (turn-based)==&lt;br /&gt;
&lt;br /&gt;
In the turn-based mode of X-Com: Apocalypse, there is no TU cost for moving items around in the inventory, but there is an accuracy penalty for dual-wielding most weapons and both weapons cannot be fired simultaneously. As such, it is strictly better to put away or drop whatever is in a soldier&#039;s off-hand before firing a weapon and then pick it up afterwards. The only possible exception is if a soldier is using a [[Personal Cloaking Field]], as holding it in hand may prevent reaction fire (even then, reaction fire is uncommon in Apocalypse). &lt;br /&gt;
&lt;br /&gt;
When dual-wielding in turn-based mode, shooting a target or tile repeatedly with Shift+LMB will cause the agent to alternate between the two weapons. However, the firing costs are no different than firing each weapon manually.&lt;br /&gt;
&lt;br /&gt;
==Apocalypse (real-time)==&lt;br /&gt;
&lt;br /&gt;
In stark contrast, dual-wielding is exceptionally effective in the real-time mode of Apocalypse, as both weapons can be fired simultaneously. This is obviously a straight firepower boost for pistols (as well as homing missiles, which will always hit regardless of calculated accuracy). Two-handed weapons (those with dimensions more than 2×2) suffer a 40% accuracy penalty (x1.4 inaccuracy) when dual-wielded, but this is a very good deal compared to switching fire modes (switching from Aimed to Snap, or from Snap to Auto, incurs a 100% accuracy penalty (x2 inaccuracy) for the same doubled fire rate). Of course, you do have to pay for the extra gun.&lt;br /&gt;
&lt;br /&gt;
Note that dual-wielding the [[M4000 Machine Gun]] and [[Toxigun]] in Auto mode will not achieve a full doubling of firepower, as this will cap out the game&#039;s fire rate limit. It is therefore usually better to use another firing mode when dual-wielding these weapons.&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Megapol_Lawpistol&amp;diff=121611</id>
		<title>Megapol Lawpistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Megapol_Lawpistol&amp;diff=121611"/>
		<updated>2025-04-13T23:46:55Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Megapol Lawpistol}}[[Image:Lawpistol (UFOpaedia).png|right]]&lt;br /&gt;
A standard issue hand gun which is good at short range and quite powerful. Its usefulness should not be underestimated because it allows an Agent to use other equipment, such as a grenade, with the spare hand.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopaedia}}&lt;br /&gt;
{{Ref Open | title = Megapol Lawpistol Clip}}[[Image:Lawpistol Clip (UFOpaedia).png|right]]&lt;br /&gt;
Ammunition for the Lawpistol.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopaedia}}&lt;br /&gt;
The Megapol Lawpistol is Apocalypse&#039;s basic pistol weapon. Like its [[Pistol|counterpart]] in EU, the Lawpistol is fairly potent - it does more damage per shot than the [[Marsec M4000 Machine Gun]] - but has a small clip size.&lt;br /&gt;
&lt;br /&gt;
In real-time mode, the Lawpistol is one of the better starting weapons, as it has a high ROF and can be dual-wielded with no loss of accuracy; only the [[Megapol Auto Cannon|Auto Cannon]] loaded with HE rounds has better on-target DPS. The main caveat on its use is the scarcity of its ammunition, which prevents the player from simply handing them out to the whole squad. Do remember that the Lawpistol &#039;&#039;will&#039;&#039; lose accuracy if the other hand contains a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
In turn-based mode, the Lawpistol is generally outperformed by the [[Marsec M4000 Machine Gun|M4000]] due to TU truncation and the irrelevance of dual-wielding. It does remain useful for hybrids, as they will frequently fall below 45 TU due to their lower base TU and Strength stats, and hence be able to perform 1-TU autoshots.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Lawpistol.png|left]]&lt;br /&gt;
|&#039;&#039;&#039;Megapol Lawpistol&#039;&#039;&#039;&lt;br /&gt;
* Size: 1 × 2&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* ROF: 2.00 r/s&lt;br /&gt;
* Accuracy: 45%&lt;br /&gt;
* Manufacturer: [[Megapol]]&lt;br /&gt;
* Base Price: $300&lt;br /&gt;
* Minimum Weekly Stock: 15&lt;br /&gt;
* Maximum Weekly Stock: 50&lt;br /&gt;
* Battlescape Score: 2&lt;br /&gt;
|[[Image:Lawpistol Clip.png|left]]&lt;br /&gt;
|&#039;&#039;&#039;Megapol Lawpistol Clip&#039;&#039;&#039;&lt;br /&gt;
* Size: 1 × 1&lt;br /&gt;
* Weight: 1&lt;br /&gt;
* Power: 24&lt;br /&gt;
* Damage Type: Armor Piercing&lt;br /&gt;
* Ammo: 16&lt;br /&gt;
* Range: 43m&lt;br /&gt;
* Manufacturer: [[Megapol]]&lt;br /&gt;
* Base Price: $10&lt;br /&gt;
* Minimum Weekly Stock: 20&lt;br /&gt;
* Maximum Weekly Stock: 80&lt;br /&gt;
* Battlescape Score: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121610</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121610"/>
		<updated>2025-04-13T22:33:24Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* STOP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
&lt;br /&gt;
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
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&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
&lt;br /&gt;
:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::1. The only people I have interacted with since the Apoc section revamp are Magic9mushroom (conflict), Darkpast (conflict), Bard (one revert on the cheats page), Jasonred (banter), Hobbes (praise). And no one else. To claim that quite a few editors have had objections is FALSE. The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast. ...so your are a proven LIAR.&lt;br /&gt;
2. Consensus is why nothing got done. Mainstream wikipedia is now a sad joke of an encylopedia because consensus is preferred over truth. If all the lefty admins agree on something, then thats the &#039;truth&#039;. What happens when their little circle agrees on something even though it is false. ...because consensus makes them feel like they are right. ie: &amp;quot;too many cooks in the kitchen&amp;quot;. This place apoc was templated by me to be (1) uniform, (2) easy to read without novelisation (terse wording and bullet points), (3) removal of vast amounts of repetativeness on multiple pages, (4) removal of simplistic grasp on the english language, (5) massive amount of input with new data and uniform pics.&lt;br /&gt;
3. Like I mentioned. The only two that have had conflict are you and Darkpast because I changed the pages which either of you &#039;last edited by&#039; in the history list. IT IS OBVIOUS without a doubt that you have a had a dummy-spit because you think those pages are the be-end-all-end of finality ...that is why you changed Law Pistol and Chrysalis (and others) back to those last users and destroyed(ing) the flow and uniformness and other aspects as mentioned in the numbered points above. There is nothing wrong with either of those pages, so why did you change them? You haven&#039;t added anything constructive to it but just blantant rollback. eg: on the Chrysalis roll back there is no pics of what the thing looks like on the battlescape? ...so you made the page worse. I don&#039;t own the pages and neither do you - if you change them, ADD information to it to make it better for everyone and don&#039;t just roll back pages, it makes you look petty and gives me concrete proof that you are vandalising the apoc wiki.&lt;br /&gt;
4. I don&#039;t ram things through, I constructively edited (the numbered points above) the whole Apoc section. How can one get concensus of all involved when most are AWOL or disinterested? So without mass approval or agreement nothing gets done! ...and eventually half-arsed repetative articles appear throughout Apoc section without organisation. The -number one- reason did it so for OPENAPOC.&lt;br /&gt;
5. Change the articles as you seem fit to do so but don&#039;t destroy information. Build the pages to be better. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
:&amp;quot;The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast.&amp;quot; - you&#039;re forgetting Gamer500018.&lt;br /&gt;
:I rolled back Lawpistol because you removed the UFOpaedia entry for its clip and because you put in nonsense advice (it is one-handed, so it should always be dual-wielded). I rolled back Chrysalis because you changed all the plurals to &amp;quot;Chrysalises&amp;quot; rather than the correct &amp;quot;Chrysalides&amp;quot;, and because you bizarrely removed the infobox formatting. I did actually miss that I&#039;d removed the battlescape images of Chrysalides; thanks and I&#039;ll re-add those.&lt;br /&gt;
:I do understand the value of uniformity. I&#039;m going to edit &#039;&#039;all&#039;&#039; of the weapon and alien pages back to use infoboxes and (for weapons) the old, cleaner Battlescape images. I&#039;m just not as fast as you, so it&#039;s not done yet. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:33, 13 April 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121545</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121545"/>
		<updated>2025-04-10T15:09:39Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* STOP */ sorry it&amp;#039;s come to this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
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:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
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== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
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== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
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Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
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== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
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:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
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==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
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:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
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== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
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Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
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== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
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== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
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strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
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::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
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:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
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== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
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Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
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== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
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:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
&lt;br /&gt;
:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Disruptor_Gun&amp;diff=121539</id>
		<title>Disruptor Gun</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Disruptor_Gun&amp;diff=121539"/>
		<updated>2025-04-10T13:25:02Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: page restoration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Disruptor_Gun.jpg|frame|The Disruptor Gun, image from the UFOpaedia]]&lt;br /&gt;
After a few engagements with X-COM forces, the aliens realise that arming their [[Anthropod]]s with actual weapons is a good idea. Their first attempt at this is the Disruptor Gun, a lightweight energy weapon powered by dimension chamber technology.&lt;br /&gt;
&lt;br /&gt;
Unusually for an X-Com game, the Disruptor Gun is not really an improvement in firepower over the weapons X-COM can buy in Mega-Primus; its damage per shot is respectable but not amazing, its rate of fire and accuracy are mediocre at best, and it counts as a two-handed weapon for the purpose of [[dual-wield]]ing. On the other hand, the Disruptor Gun is a quite convenient weapon for those uninterested in heavy micromanagement, as it&#039;s very light and doesn&#039;t require scarce ammunition (allowing standardisation of loadouts). In any case, the weapon should generally be researched with moderate priority, as unresearched artifacts cannot be sold in Apocalypse and the enormous quantities you&#039;ll loot from the aliens early on are worth a pretty penny; it&#039;s also a research prerequisite for the far more useful [[Devastator Cannon]] and [[X-COM Disruptor Armor]].&lt;br /&gt;
&lt;br /&gt;
Anthropods with this weapon are not especially dangerous except at point-blank range due to their laughably-bad accuracy, although [[Skeletoid]]s pose at least some threat.&lt;br /&gt;
&lt;br /&gt;
The aliens will eventually [[Alien Tech Levels (Apocalypse)|phase out]] the Disruptor Gun as X-COM&#039;s tactical score grows ever-higher. However, by that point, the weapon will have found its way into the hands of Mega-Primus organisations, who will continue using it indefinitely, so X-COM can never be locked out of the technology.&lt;br /&gt;
&lt;br /&gt;
When disruptor weapons are destroyed by explosion or fire they usually discharge a couple of shots in random directions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The Disruptor Gun is a remarkable piece of technology. It propels a beam of sub-atomic particles at immense speeds and quantity. The chamber which generates the energy is an inter-dimensional device which materializes energy from an alternative dimension. The power source, once initiated, is self-perpetuating and no ammunition or energy pods are required to sustain the fire power. Our replicators can reproduce this technology fairly accurately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
===Disruptor Gun===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Disruptor Gun inventory.png|left]]&lt;br /&gt;
|&lt;br /&gt;
* Size: 2 × 3&lt;br /&gt;
* Weight: 5&lt;br /&gt;
* ROF: 1.125 r/s&lt;br /&gt;
* Accuracy: 30%&lt;br /&gt;
* Power: 42&lt;br /&gt;
* Damage Type: Disruptor&lt;br /&gt;
* Ammo: 28 (recharging)&lt;br /&gt;
* Range: 50m&lt;br /&gt;
* Base Price: $2100&lt;br /&gt;
* Battlescape Score: 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Alien Artifacts (Apocalypse)]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Unit_Stats_Navbar&amp;diff=121527</id>
		<title>Template:Unit Stats Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Unit_Stats_Navbar&amp;diff=121527"/>
		<updated>2025-04-09T16:43:05Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: shouldn&amp;#039;t be calling it &amp;quot;X-COM: Enemy Unknown&amp;quot; since that would cause confusion with the remake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{UFO Icon}} &amp;lt;b&amp;gt;[[EU_Table|UFO: Enemy Unknown/X-Com: UFO Defense]]&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&amp;quot;2&amp;quot; width=&amp;quot;90&amp;quot;&amp;gt;&amp;lt;b&amp;gt;[[Soldiers]]&amp;lt;/b&amp;gt;:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Time Units]] • [[Energy|Energy (Stamina)]] • [[Health]] • [[Bravery]] • [[Reactions]] • [[Firing Accuracy]] • [[Throwing Accuracy]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Strength]] • [[Psionic Strength]] • [[Psionic Skill]] • [[Melee Accuracy]] • [[Stun]] • [[Morale]] • [[Rank]] • [[Fatal Wounds]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Base_Facilities_Navbar&amp;diff=121526</id>
		<title>Template:Base Facilities Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Base_Facilities_Navbar&amp;diff=121526"/>
		<updated>2025-04-09T16:42:45Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: shouldn&amp;#039;t be calling it &amp;quot;X-COM: Enemy Unknown&amp;quot; since that would cause confusion with the remake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;{{UFO Icon}} &amp;lt;b&amp;gt;[[EU_Table|UFO: Enemy Unknown/X-Com: UFO Defense]]&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;b&amp;gt;[[Base Facilities (EU)|Base Facilities]]:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Access Lift]] • [[Living Quarters]] • [[Laboratory]] • [[Workshop]] • [[General Stores]] • [[Alien Containment]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hangar]] • [[Small Radar System|Small Radar]] • [[Large Radar System|Large Radar]] • [[Missile Defences]] • [[Psionic Laboratory]] • [[Hyper-wave Decoder|Hyper-Wave Decoder]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Laser Defences]] • [[Plasma Defences]] • [[Fusion Ball Defences]] • [[Mind Shield]] • [[Grav Shield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Research_Navbar&amp;diff=121525</id>
		<title>Template:Research Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Research_Navbar&amp;diff=121525"/>
		<updated>2025-04-09T16:40:35Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: shouldn&amp;#039;t be calling it &amp;quot;X-COM: Enemy Unknown&amp;quot; since that would cause confusion with the remake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;55%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;{{UFO Icon}} &amp;lt;b&amp;gt;[[EU_Table|UFO: Enemy Unknown/X-Com: UFO Defense]]&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;[[Research]]:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Research Basics|Basics]] • [[Research Popular Sequences and Tips|Popular Sequences and Tips]] • [[Research Trees|Trees]] • [[Live Alien Research|Live Aliens]] • [[Research Technical Details|Technical Details]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Mission_Types_Navbar&amp;diff=121524</id>
		<title>Template:Mission Types Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Mission_Types_Navbar&amp;diff=121524"/>
		<updated>2025-04-09T16:39:25Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: shouldn&amp;#039;t be calling it &amp;quot;X-COM: Enemy Unknown&amp;quot; since that would cause confusion with the remake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;65%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;{{UFO Icon}} &amp;lt;b&amp;gt;[[EU_Table|UFO: Enemy Unknown/X-Com: UFO Defense]]&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;[[Mission Types]]:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[UFO Crash Recovery|Crashed UFO]] • [[UFO Ground Assault|Landed UFO]] • [[Terror Mission|Terror Site]] • [[Alien Base Assault|Alien Base]] • [[Base Defence]] • [[Cydonia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Craft_Navbar&amp;diff=121523</id>
		<title>Template:Craft Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Craft_Navbar&amp;diff=121523"/>
		<updated>2025-04-09T16:38:36Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: shouldn&amp;#039;t be calling it &amp;quot;X-COM: Enemy Unknown&amp;quot; since that would cause confusion with the remake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;75%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| {{UFO Icon}} &amp;lt;b&amp;gt;[[EU_Table|UFO: Enemy Unknown/X-Com: UFO Defense]]:&amp;lt;/b&amp;gt; [[Craft]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;&#039;[[Craft]]:&#039;&#039;&#039; || [[Skyranger]] • [[Lightning]] • [[Avenger]] • [[Interceptor]] • [[Firestorm]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Craft Armaments]]:&#039;&#039;&#039; || [[Stingray]] • [[Avalanche]] • [[Cannon]] • [[Fusion Ball Launcher]] • [[Laser Cannon]] • [[Plasma Beam]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Data&#039;&#039;&#039; ||&lt;br /&gt;
[[Repairs]] • [[Refueling]] • [[Rearming]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UFO Interception]] • [[Aircraft Firepower Table]] • [[Craft Comparison Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UFO_Detection#Craft-based UFO Detection|Craft-Based UFO Detection]] • [[Talk:UFO_Detection#Aircraft_vs_Radar_Detection_Efficiency_.28Table.29|Aircraft Detection and Duty Cycle Table]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Equipment_(UFO_Defense)_Navbar&amp;diff=121522</id>
		<title>Template:Equipment (UFO Defense) Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Equipment_(UFO_Defense)_Navbar&amp;diff=121522"/>
		<updated>2025-04-09T16:38:06Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: shouldn&amp;#039;t be calling it &amp;quot;X-COM: Enemy Unknown&amp;quot; since that would cause confusion with the remake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{stdTable}} width=&amp;quot;75%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| {{UFO Icon}} &amp;lt;b&amp;gt;[[EU_Table|UFO: Enemy Unknown/X-Com: UFO Defense]]:&amp;lt;/b&amp;gt; [[Equipment (EU)|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Armour]]:&#039;&#039;&#039; || [[Coveralls]] • [[Personal Armour]] • [[Power Suit]] • [[Flying Suit]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;[[Weapons]]:&#039;&#039;&#039; &lt;br /&gt;
|[[Pistol]] • [[Rifle]] • [[Heavy Cannon]] • [[Auto-Cannon]] • [[Rocket Launcher]] • [[Stun Rod]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Grenade]] • [[Proximity Grenade]] • [[High Explosive]] • [[Laser Pistol]] • [[Laser Rifle]] • [[Heavy Laser]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasma Pistol]] • [[Plasma Rifle]] • [[Heavy Plasma]] • [[Alien Grenade]] • [[Small Launcher]] • [[Blaster Launcher]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Equipment (EU)#Portable_Equipment|Equipment]]:&#039;&#039;&#039;&lt;br /&gt;
| [[Smoke Grenade]] • [[Motion Scanner]] • [[Medi-Kit (EU)|Medi-Kit]] • [[Electro-flare]] • [[Psi-Amp]] • [[Mind Probe]] • [[Elerium-115]]&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Heavy Weapons Platforms|HWPs]]:&#039;&#039;&#039; &lt;br /&gt;
| [[Tank/Cannon]] • [[Tank/Rocket Launcher]] • [[Tank/Laser Cannon]] • [[Hovertank/Plasma]] • [[Hovertank/Launcher]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Data&#039;&#039;&#039; &lt;br /&gt;
| [[Item Weights]] • [[Alien Weapon Loadouts]]  • Armour [[Damage Modifiers|Damage Modifiers]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Aliens_Navbar&amp;diff=121521</id>
		<title>Template:Aliens Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Aliens_Navbar&amp;diff=121521"/>
		<updated>2025-04-09T16:37:19Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: shouldn&amp;#039;t be calling it &amp;quot;X-COM: Enemy Unknown&amp;quot; since that would cause confusion with the remake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  {{stdTable}} width=&amp;quot;75%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |{{UFO Icon}}&#039;&#039;&#039;[[EU_Table|UFO: Enemy Unknown/X-Com: UFO Defense]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
| [[Soldiers]] •  [[Heavy Weapons Platforms]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Alien Life Forms|Aliens]]&#039;&#039;&#039;:&lt;br /&gt;
| [[Floater]] • [[Sectoid]] • [[Snakeman]] • [[Ethereal]] • [[Muton]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Terror Units]]&#039;&#039;&#039;: [[Reaper]] • [[Cyberdisc]] • [[Chryssalid]] • [[Zombie]] • [[Sectopod]] • [[Celatid]] • [[Silacoid]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| [[Time Units]] • [[Energy|Energy (Stamina)]] • [[Health]] • [[Bravery]] • [[Reactions]] • [[Firing Accuracy]] • [[Throwing Accuracy]] • [[Strength]] • [[Psionic Strength]] • [[Psionic Skill]] • [[Melee Accuracy]] • [[Stun]] • [[Morale]] • [[Rank]] • [[Fatal Wounds]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Data&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Stats]] • [[Damage Modifiers]] • [[Alien Appearance Ratios]] • [[Alien Weapon Loadouts]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Alien_Missions_Navbar&amp;diff=121520</id>
		<title>Template:Alien Missions Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Alien_Missions_Navbar&amp;diff=121520"/>
		<updated>2025-04-09T16:36:38Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: shouldn&amp;#039;t be calling it &amp;quot;X-COM: Enemy Unknown&amp;quot; since that would cause confusion with the remake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;{{UFO Icon}} &amp;lt;b&amp;gt;[[EU_Table|UFO: Enemy Unknown/X-Com: UFO Defense]]&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;b&amp;gt;[[Alien Missions]]:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Alien Origins]] • [[The Martian Solution]] • [[Cydonia or Bust]] • [[Alien Research]] • [[Alien Harvest]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alien Abduction]] • [[Alien Infiltration]] • [[Alien Base]] • [[Alien Terror]] • [[Alien Retaliation]] • [[Alien Supply]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:UFO_Navbar&amp;diff=121519</id>
		<title>Template:UFO Navbar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:UFO_Navbar&amp;diff=121519"/>
		<updated>2025-04-09T16:35:05Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: shouldn&amp;#039;t be calling it &amp;quot;X-COM: Enemy Unknown&amp;quot; since that would cause confusion with the remake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;85%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;{{UFO Icon}} &amp;lt;b&amp;gt;[[EU_Table|UFO: Enemy Unknown/X-Com: UFO Defense]]&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;130&amp;quot;&amp;gt;&amp;lt;b&amp;gt;[[UFOs]]:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Small Scout]] • [[Medium Scout]] • [[Large Scout]] • [[Abductor]] • [[Harvester]] • [[Terror ship|Terror Ship]] • [[Battleship]] • [[Supply ship|Supply Ship]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;130&amp;quot;&amp;gt;&amp;lt;b&amp;gt;[[UFO Components#Components|UFO Components]]:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[UFO Power Source]] • [[Elerium-115]] • [[UFO Navigation]] • [[Alien Alloys]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;130&amp;quot;&amp;gt;&amp;lt;b&amp;gt;[[UFO Components#Facilities|UFO Facilities]]:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Alien Food]] • [[Alien Reproduction]] • [[Alien Entertainment]] • [[Alien Surgery]] • [[Examination Room]] • [[Alien Habitat]] • [[UFO Construction]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Megapol_Lawpistol&amp;diff=121478</id>
		<title>Megapol Lawpistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Megapol_Lawpistol&amp;diff=121478"/>
		<updated>2025-04-06T09:57:24Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Reverted edits by EsTeR (talk) to last revision by Darkpast&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Lawpistol serves as X-COM&#039;s basic handgun. Unlike its counterparts in the previous games, the Lawpistol is actually very potent, inflicting more damage per shot than the [[Marsec]] [[Marsec M4000 Machine Gun|M4000 Machine Gun]]. For medium-range pelting, the Lawpistol fires more accurately than the M4000, and it still compares acceptably when fired in fully automatic mode at short ranges. The drawback to frequent use of autoshots is that clips are both small and scarce.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Lawpistol (UFOpaedia).png|frame|Lawpistol]]&lt;br /&gt;
=== Lawpistol ===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Lawpistol.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 2&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* ROF: 2.00 r/s&lt;br /&gt;
* Accuracy: 45%&lt;br /&gt;
* Manufacturer: [[Megapol]]&lt;br /&gt;
* Base Price: $300&lt;br /&gt;
* Minimum Weekly Stock: 15&lt;br /&gt;
* Maximum Weekly Stock: 50&lt;br /&gt;
* Battlescape Score: 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A standard issue hand gun which is good at short range and quite powerful. Its usefulness should not be underestimated because it allows an Agent to use other equipment, such as a grenade, with the spare hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Ammunition ==&lt;br /&gt;
[[Image:Lawpistol Clip (UFOpaedia).png|frame|Lawpistol Clip]]&lt;br /&gt;
=== Lawpistol Clip ===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Lawpistol Clip.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 1&lt;br /&gt;
* Weight: 1&lt;br /&gt;
* Power: 24&lt;br /&gt;
* Damage Type: Armor Piercing&lt;br /&gt;
* Ammo: 16&lt;br /&gt;
* Range: 43m&lt;br /&gt;
* Manufacturer: [[Megapol]]&lt;br /&gt;
* Base Price: $10&lt;br /&gt;
* Minimum Weekly Stock: 20&lt;br /&gt;
* Maximum Weekly Stock: 80&lt;br /&gt;
* Battlescape Score: 0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ammunition for the Lawpistol.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The gun&#039;s name and design are probably inspired by the Lawgiver MKII from &#039;&#039;Judge Dredd&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chrysalis_(Apocalypse)&amp;diff=121477</id>
		<title>Chrysalis (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chrysalis_(Apocalypse)&amp;diff=121477"/>
		<updated>2025-04-06T09:19:20Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Reverted edits by EsTeR (talk) to last revision by Darkpast&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Chrysalis}}[[Image:Chrysalis_(Alive).jpg|right]]&lt;br /&gt;
A Chrysalis is the most vulnerable stage of Alien development because it possesses no attack mechanisms. Its skin is tough, but vulnerable to fire and incendiary ammunition. A new Alien will grow inside the Chrysalis and emerge after a period of three days. It seems that a variety of Alien forms could develop at this stage, dependent on the genetic information carried by the Hyperworm. The physiology of these new forms contains many new cell structures. We have now gained a significant understanding of Alien genetics.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
{{Ref Open | title = Chrysalis Autopsy}}[[Image:Chrysalis_Autopsy.jpg|right]]&lt;br /&gt;
The Chrysalis appears to be an important stage in the Alien life cycle. The cell structures we have discovered seem to suggest that the emerging Aliens have a different physiology to those previously encountered. This could indicate that there will be further stages to our biological research. The Chrysalis contains no advanced brain structure and will not respond to Psionic attacks.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Apocalypse Statbox Module&lt;br /&gt;
| name = Chrysalis&lt;br /&gt;
| time_units = 30-34&lt;br /&gt;
| health = 86-99&lt;br /&gt;
| stamina = 40-46&lt;br /&gt;
| reactions = 5&lt;br /&gt;
| strength = 5&lt;br /&gt;
| bravery = 0&lt;br /&gt;
| psi_energy = 0&lt;br /&gt;
| psi_attack = 0&lt;br /&gt;
| psi_defense = 100&lt;br /&gt;
| accuracy = 100&lt;br /&gt;
}}&lt;br /&gt;
{{Apocalypse Statbox Module/Hidden&lt;br /&gt;
| armor_head = 12-19&lt;br /&gt;
| armor_torso = 12-19 &lt;br /&gt;
| armor_arms = 12-19&lt;br /&gt;
| armor_legs = 12-19&lt;br /&gt;
| score = 3&lt;br /&gt;
| size_X = 20&lt;br /&gt;
| size_Y = 10&lt;br /&gt;
}}&lt;br /&gt;
{{Apocalypse Statbox Module/Unique Stats&lt;br /&gt;
| damage_modifier_group = Chrysalis&lt;br /&gt;
| inventory = no&lt;br /&gt;
| innate_weapon = none&lt;br /&gt;
| unique_attributes = immobile&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The Chrysalis is the form taken on by a matured (and fed) [[Hyperworm]], and is the pupal stage of the Multiworm life cycle. From here, depending on the information fed to it, it will grow into a [[Brainsucker]], [[Anthropod]], [[Spitter]] or [[Popper]].&lt;br /&gt;
&lt;br /&gt;
Chrysalides can be found aboard [[Alien Transporter (Apocalypse)|Transporters]] and [[Alien Assault Ship (Apocalypse)|Assault Ships]]. They will not be deployed as part of any [[Alien_Infiltration_(Apocalypse)|infiltration force]] nor will they be encountered in the alien dimension. &lt;br /&gt;
&lt;br /&gt;
Despite being immobile in [[Battlescape_Overview_(Apocalypse)|Battlescape]], Chrysalides &#039;&#039;&#039;are&#039;&#039;&#039; capable of moving from one Mega-Primus building to another. The presence of a Chrysalis will not cause an Organization&#039;s infiltration meter to rise, though this will of course change once the Chrysalis grows into another alien. Note that a building investigation will fail to find anything if the only present aliens are Chrysalides and/or [[Multiworm Egg (Apocalypse)|Multiworm Eggs]].&lt;br /&gt;
&lt;br /&gt;
==Tactical Notes==&lt;br /&gt;
&lt;br /&gt;
Chrysalides are immobile and defenseless. They pose no threat whatsoever to X-COM agents. Intact Chrysalides will be automatically collected at the end of a successful mission.&lt;br /&gt;
&lt;br /&gt;
Unless ordered to hold their fire, X-COM agents will automatically fire at Chrysalides like they would at any other alien. This can potentially waste ammunition, and stray shots may damage the building they&#039;re in (angering the owning Organization), or even hit other X-COM agents in the vicinity. On the other hand, Chrysalides provide a safe way for agents to improve their stats. Furthermore, if X-COM decides to retreat from a mission, it is prudent to destroy any Chrysalides within reach before doing so, to prevent them from evolving into more dangerous aliens.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aliens (Apocalypse)|Aliens]]&lt;br /&gt;
* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
* [[The Alien Life Cycle (Apocalypse) | The Alien Life Cycle ]]&lt;br /&gt;
** [[Multiworm Egg (Apocalypse) | Multiworm Egg ]]&lt;br /&gt;
** [[Multiworm (Apocalypse) | Multiworm ]]&lt;br /&gt;
** [[Hyperworm (Apocalypse) | Hyperworm ]]&lt;br /&gt;
** [[Chrysalis (Apocalypse) | Chrysalis]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Navbar (Apocalypse)}}&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121476</id>
		<title>User:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121476"/>
		<updated>2025-04-06T07:19:45Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* Analysis of data */ correction (Gauss Rifle is actually a faster kill on Lobster Men than Heavy Gauss, as while its damage-per-turn value starts out lower it inflicts more armour damage and thus eventually catches up)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi.&lt;br /&gt;
&lt;br /&gt;
1) It&#039;s a pun on my interest in fantasy novels and fungi. I don&#039;t use, sell or possess hallucinogenic drugs (though I do think they should be legalised).&lt;br /&gt;
&lt;br /&gt;
2) I tend to be a [https://en.wikipedia.org/wiki/Wikipedia:WikiOgre WikiOgre]. Don&#039;t be surprised if you wake up one day and the &amp;quot;Recent changes&amp;quot; list is all me.&lt;br /&gt;
&lt;br /&gt;
3) I now have admin permissions. Give me a yell if you want something done that requires those permissions (most obviously deleting pages).&lt;br /&gt;
&lt;br /&gt;
==Accomplishments==&lt;br /&gt;
Comma indicates same run. Semicolon separates runs. All are without exploits, except Research Rollover (which is hard to avoid).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO: Enemy Unknown:&#039;&#039;&#039; Superhuman, Iron Man, no Psi-Amps, June 1 Cydonia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror from the Deep:&#039;&#039;&#039; Superhuman, Iron Man.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Com: Apocalypse:&#039;&#039;&#039; Superhuman, Iron Man, no Toxigun, no infiltration graph.&lt;br /&gt;
&lt;br /&gt;
==Battleship Farming==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure whether this deserves its own page, so I&#039;m putting it here.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a little trick I discovered to obtain huge amounts of money and points and fair amounts of Elerium in UFO (it should also work in TFTD but Leviathans and Bombardment Shields are much harder to obtain).&lt;br /&gt;
You will need: 1 or more [[Avenger]]s, [[Plasma Beam]]s, [[Fusion Ball Defences]], [[Grav Shield]], [[Hyper-Wave Decoder]].&lt;br /&gt;
&lt;br /&gt;
How to execute:&lt;br /&gt;
&lt;br /&gt;
1) Intercept lots of UFOs. You were doing that anyway, right?&lt;br /&gt;
&lt;br /&gt;
2) When scouts start appearing with the mission (obtained via Hyper-Wave Decoder) of &amp;quot;Alien Retaliation&amp;quot;, leave them alone.&lt;br /&gt;
&lt;br /&gt;
3) Build six or more Fusion Ball Defences and a Grav Shield. Don&#039;t build a Mind Shield at the base that you&#039;re using for this trick.&lt;br /&gt;
&lt;br /&gt;
4) When Battleships start appearing, shoot them down and recover them with Avengers.&lt;br /&gt;
&lt;br /&gt;
5) Enjoy your points (likely just shy of 1000), money (2 million or more), and Elerium ([[UFO_Crash_Recovery#Power_Source_Explosions_and_Elerium_Recovery|around 50]])!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason I call this a &amp;quot;trick&amp;quot; is that it&#039;s a way to generate artificially high UFO numbers in order to give you something to shoot at. Alien Retaliation missions that have found your base will not ever end until a Base Defence mission is forced - they will not end on Battleship interception and they will not end if the Battleship is destroyed by your base defences. Here, the Battleships will be turned into confetti by your defences even if they are not intercepted (12 shots of Fusion Balls vs. 3 required to kill it gives 0.0009% odds of making it through - less than 1 in 100,000 will survive), so you&#039;re guaranteed a constant and plentiful supply (this is necessary because Avengers are usually damaged by fighting Battleships and as such all of them might still be damaged when a new Battleship appears). It&#039;s probably a good idea to keep a lot of Avengers in the base if you want to keep this up for a while, since a single Avenger will be in repairs for almost a month after destroying a Battleship (remember to transfer the crews to undamaged ones).&lt;br /&gt;
&lt;br /&gt;
I find this to be a valid alternative to waylaying Supply Ships for Elerium (allowing the prompt destruction of the associated bases). By the time you have Avengers and Fusion Ball Defences, money and points are largely irrelevant, though it can still be fun to see five-digit scores at the end of a month.&lt;br /&gt;
: Good trick. It highlights the fact that Retaliation mission logic is dumb and inflexible, which is a design flaw. Also that Battleships are too weak (I made some suggestions on my Talk page for making them tougher )&lt;br /&gt;
: Would you add this to the [[Exploits]] section do you think?  [[User:Spike|Spike]] 20:25, 11 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s a much more minor exploit than most of the ones on that page. Supply Ship piracy is just as exploitative, it&#039;s just better known. Where would it go, anyway? [[User:Magic9mushroom|Magic9mushroom]] 01:53, 12 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==My UFO Masterplan==&lt;br /&gt;
&lt;br /&gt;
Figured I might as well post it. Feel free to criticise.&lt;br /&gt;
&lt;br /&gt;
Initial base goes in Europe (Czechoslovakia). I immediately build a second in the USA (around North Dakota). Layout of the second base (and all later bases) follows:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|dirt|dirt|hangar1|hangar2|lift|=&lt;br /&gt;
|dirt|dirt|dirt|hangar3|hangar4|large_radar|=}}&lt;br /&gt;
(The Living Quarters obviously have to wait for the General Stores to complete.)&lt;br /&gt;
&lt;br /&gt;
Note a few things about this design:&lt;br /&gt;
&lt;br /&gt;
1) The key facilities for an interception base (hangar, radar, general stores) are all available to construct immediately, with no delay.&lt;br /&gt;
&lt;br /&gt;
2) This base design supports perfect base defence - a single choke point between alien spawns and X-Com spawns, and all firefights in indestructible modules - though it may not, at first, appear so. See, the Base Disjoint Bug blocks the Hangar/Large Radar, Large Radar/Access Lift, and Access Lift/General Stores doors, so the only route the aliens can take is through the door between the Hangar and Living Quarters.&lt;br /&gt;
&lt;br /&gt;
3) A design like this has fewer squares left empty than a normal base supporting perfect defence. When fully decked-out, it looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|fusion|fusion|grav|fusion|quarters|workshop|=&lt;br /&gt;
|fusion|fusion|psi|workshop|quarters|workshop|=&lt;br /&gt;
|fusion|workshop|quarters|quarters|stores|stores|=&lt;br /&gt;
|fusion|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|hangar1|hangar2|hangar1|hangar2|lift|=&lt;br /&gt;
|workshop|hangar3|hangar4|hangar3|hangar4|hyperwave|=}}&lt;br /&gt;
Note that only 4 squares are left empty, but there&#039;s still a single choke point. You can&#039;t do that for 2 hangars without using the BDB (a similar design has only 2 squares left empty for a single hangar, but then you risk the aliens overflowing their spawn points).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initial base gets overhauled with a second hangar up top replacing the two at the bottom and living quarters moved out of where it is. I also immediately build Alien Containment and a Large Radar there. Initial Skyranger load is 10 soldiers, one tank, using the weapons you start with (preference for those with autofire). Interceptors are immediately upgraded to twin Avalanche loadouts. Build laser weapons as they&#039;re researched. &lt;br /&gt;
&lt;br /&gt;
I transfer one Interceptor to my US base as soon as the hangars and large radar complete. As soon as I get a significant cash injection I build a third base in SE Asia (central China) with the same starting layout and a third Interceptor. After that cash goes into setting up a two-lab or three-lab research station so I can start crunching through the tech tree. Then three more bases in Africa, South America and Australia.&lt;br /&gt;
&lt;br /&gt;
Final layout of the starting base looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|mind|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|psi|=&lt;br /&gt;
|dirt|dirt|lift|dirt|psi|hyperwave|=&lt;br /&gt;
|quarters|stores|stores|lab|workshop|containment|=&lt;br /&gt;
|quarters|stores|quarters|quarters|lab|lab|=&lt;br /&gt;
|psi|quarters|quarters|psi|psi|psi|=}}&lt;br /&gt;
Since it&#039;s best to use a single research base, and the starting base already has a lab, that&#039;s kinda a no-brainer. Note the six Psi-Labs, placed so that they can be constructed simultaneously once researched - this is to expedite psi-screening, which is usually the limiting factor in how fast you can get to Cydonia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My research order is something along these lines:&lt;br /&gt;
&lt;br /&gt;
Laser Weapons&lt;br /&gt;
&lt;br /&gt;
Laser Pistol&lt;br /&gt;
&lt;br /&gt;
Laser Rifle&lt;br /&gt;
&lt;br /&gt;
Mind Probe&lt;br /&gt;
&lt;br /&gt;
Small Launcher*&lt;br /&gt;
&lt;br /&gt;
Stun Bomb*&lt;br /&gt;
&lt;br /&gt;
(Alien Navigator)&lt;br /&gt;
-&amp;gt;Hyper-Wave Decoder&lt;br /&gt;
&lt;br /&gt;
(Sectoid Leader)&lt;br /&gt;
-&amp;gt;Psionic Laboratory&lt;br /&gt;
&lt;br /&gt;
Alien Alloys&lt;br /&gt;
&lt;br /&gt;
Personal Armour&lt;br /&gt;
&lt;br /&gt;
Medi-Kit&lt;br /&gt;
&lt;br /&gt;
UFO Power Source&lt;br /&gt;
&lt;br /&gt;
Elerium-115&lt;br /&gt;
&lt;br /&gt;
Power Suit&lt;br /&gt;
&lt;br /&gt;
UFO Navigation&lt;br /&gt;
&lt;br /&gt;
Flying Suit&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma Clip&lt;br /&gt;
&lt;br /&gt;
Plasma Cannon&lt;br /&gt;
&lt;br /&gt;
Psi-Amp&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
&lt;br /&gt;
Laser Cannon&lt;br /&gt;
&lt;br /&gt;
UFO Construction&lt;br /&gt;
&lt;br /&gt;
New Fighter Craft&lt;br /&gt;
&lt;br /&gt;
New Fighter/Transporter&lt;br /&gt;
&lt;br /&gt;
Ultimate Craft&lt;br /&gt;
&lt;br /&gt;
Blaster Launcher&lt;br /&gt;
&lt;br /&gt;
Blaster Bomb&lt;br /&gt;
&lt;br /&gt;
Alien Origins&lt;br /&gt;
&lt;br /&gt;
(Alien Leader)&lt;br /&gt;
-&amp;gt;The Martian Solution&lt;br /&gt;
&lt;br /&gt;
(Alien Commander)&lt;br /&gt;
-&amp;gt;Cydonia or Bust&lt;br /&gt;
&lt;br /&gt;
Filling out the rest of the UFOpaedia entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* These are skipped if/when I manage to nab both required aliens with Stun Rods.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
() Obviously aliens can&#039;t be researched until they&#039;re captured, so these may be delayed.&lt;br /&gt;
&lt;br /&gt;
Note the extreme beeline for Hyper-Wave Decoders and Psi-Labs. Hyper Wave Decoders are absolute gold. Psi-Labs have to be gotten as soon as possible thanks to the long lead time from their discovery to actually getting Psi.&lt;br /&gt;
&lt;br /&gt;
==TFTD weapon effectiveness calculations==&lt;br /&gt;
&lt;br /&gt;
I figured some were in order. Uses the [[Alien Stats (TFTD)|Alien Stats]] and [[Damage Modifiers (TFTD)|Damage Modifiers]] tables to calculate average damage of each weapon to each sort of alien after damage modifiers and armour. If/when I manage to finish this and turn it into something readable I&#039;ll stick it up on the wiki proper. You could do this for UFO:EU but the Heavy Plasma&#039;s so obviously dominant that there&#039;s little need. The accuracies given will be for a soldier with 70 Firing Accuracy and no bonuses or penalties; I choose this value &amp;amp;mdash; the maximum rookie value &amp;amp;mdash; rather than the simpler-to-calculate 100 because of the special cases of the Torpedo Launcher, Sonic Cannon and Thermal Shok Launcher - these weapons are most effective in Aimed mode and their 100%+ accuracy in that mode would be wasted for a 100 FA soldier, underselling the weapons.&lt;br /&gt;
&lt;br /&gt;
Note that these &amp;quot;averages&amp;quot; take into account that damage values of &amp;quot;less than 0&amp;quot; after armour aren&#039;t actually any worse than 0 and that damage values greater than an alien&#039;s HP have no additional effect. Hence, a Gauss Rifle&#039;s average damage to a Triscene is 0 (because it cannot penetrate the armour) and a Sonic Cannon&#039;s average damage to an Aquatoid Soldier is 30 (because an Aquatoid Soldier will always be instagibbed by a Sonic Cannon hit, and it only has 30 health). I&#039;m calculating the damage cap per shot; this gives a slight bias in favour of powerful, autofire weapons since they can&#039;t re-aim between shots in a burst, but this is really only a significant issue when dealing with Aquatoids and Gillmen and their land terror units since the Gauss Rifle isn&#039;t realistically likely to drop much else in one burst.&lt;br /&gt;
&lt;br /&gt;
All values assume Superhuman difficulty and a direct hit to the front (front or under armour depending on weapon type). 95% of TU are assumed to be capable of being used per turn (facing considerations). Some values are marked &amp;quot;n/a&amp;quot;. This is because one of three factors render this value useless:&lt;br /&gt;
*This alien is a land-only terror unit, and this weapon cannot be fired on land&lt;br /&gt;
*This weapon is a melee weapon, and you are attempting to use it at range&lt;br /&gt;
*This weapon is a thrown or guided weapon, and you are attempting to use it in close combat (since I&#039;m assuming 100% accuracy for such weapons this will be identical to the &amp;quot;ranged&amp;quot; figures)&lt;br /&gt;
&lt;br /&gt;
I will be assuming fired explosives that miss miss fully, and that thrown explosives and the DPL always hit dead-on, to avoid a bazillion cases. In practice, of course, thrown weapons will not work against enemies at extreme range or enemies that are not on the ground, and may miss (though since they are all explosives, some damage will likely still occur). It is also somewhat dangerous to use explosive weapons in close combat.&lt;br /&gt;
&lt;br /&gt;
This has been mainspaced at [[Weapon Effectiveness (TFTD)]], where I have added 2-hit, 3-hit and 4-hit kill chances.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
====Technical====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - Bio-Drones and Tentaculats have greatly asymmetric armour distributions, understating the effect of non-HE weapons against them when their front armour is considered (the Dart Gun can damage Bio-Drones from behind, and the Jet Harpoon can damage Tentaculats from behind, for instance). There&#039;s some effect on the Triscene as well. Otherwise, most aliens have similar armour (within 6 points) on front, side and rear. I&#039;ll probably do a second lot of calcs for those two terrorists hit from behind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - I haven&#039;t done the exact calculations for average damage and 1-hit kill chance for large units hit by powerful area-effect weapons yet. This is because the four rolls stop being independent when a kill is possible (whether roll #1 rolls 45 or 46 may or may not matter depending on whether the other three add up to 45 already being a kill). I plan to do them before I put this on the main wiki.&lt;br /&gt;
&lt;br /&gt;
*Yes, I&#039;m aware that firing, reloading, and refiring a Torpedo Launcher requires over 95% of TU. The reason I said you could fire the Torpedo Launcher twice in close combat is because, when accuracy is no concern, you can dual-wield them (hardly more insane than firing Torpedo Launchers at point-blank in the first place).&lt;br /&gt;
&lt;br /&gt;
====Analysis of data====&lt;br /&gt;
&lt;br /&gt;
*I was already a fan of the GC-HE, but this has impressed me even more. It achieves damage way out of line with its supposed power. It does this because a) almost every TFTD alien has a giant weak spot in their Under Armour, b) HE gets a better set of damage modifiers than Gauss or even AP. It actually outdamages the Gauss Rifle against Lobster Men, Tasoths, Calcinites, Hallucinoids, Xarquid, Triscenes and (from the front) Tentaculats - and that impressive list is &#039;&#039;&#039;after&#039;&#039;&#039; accounting for the Gauss Rifle firing thrice as fast.&lt;br /&gt;
&lt;br /&gt;
*A large part of the reason I did this was to settle the old Gauss Rifle vs. Sonic Pistol argument. So, with these numbers, I can say that the Gauss Rifle is better against Aquatoids, Gillmen, and Deep Ones, and worse vs. everything else (except Triscenes, which are immune to both weapons). So the Gauss Rifle will certainly help you in the first month (when, not-so-coincidentally, those three aliens are the only aliens you&#039;ll encounter), but if you can handle that first month [[Skipping Gauss Weapons]] starts looking like a pretty decent idea.&lt;br /&gt;
&lt;br /&gt;
*You&#039;ll note that the Sonic weapons cluster pretty close to each other at range against basically everything. What this means is that they&#039;re pretty well balanced against each other in terms of damage-per-unit-time; which ones to hand out depends more on other factors (the Sonic Pistol&#039;s finer granulation allowing scouts to shoot more, one-handed grip, and better point-blank firepower vs. the Sonic Cannon&#039;s ongoing recoverable ammo, less off-target damage reducing friendly fire, and increased 1-hit kill rate reducing reaction fire, with the Blasta Rifle somewhere in-between).&lt;br /&gt;
&lt;br /&gt;
*The Heavy Gauss is better than the Gauss Rifle against precisely one enemy (Xarquid) and tied with it against one (Triscenes, which are immune to both). Given that the GC-HE easily outclasses both against those two enemies, I think we can call the Heavy Gauss useless.&lt;br /&gt;
&lt;br /&gt;
*Yes, throwing three pre-armed Sonic Pulsers at something in the same turn is going to kill it very, very dead. But 1) that&#039;s several turns of preparation, and the &amp;quot;carried grenades don&#039;t explode&amp;quot; behaviour that allows that preparation to be done at mission start is widely considered an exploit; 2) you don&#039;t have nearly enough Zrbite or item limit to make this a routine tactic.&lt;br /&gt;
&lt;br /&gt;
*As far as drills go, the Heavy Thermic Lance is the best against Calcinites, Hallucinoids, Triscenes and the front armour of Tentaculats, the Thermic Lance is the best against Xarquid, and the Vibro Blade is best against everything else. Most aliens have enough armour that the HTL &amp;quot;should&amp;quot; do the most damage, but the Vibro Blade has better granularity so it doesn&#039;t waste as much damage on overkill. The Thermic Lance is usually in-between the Vibro Blade and HTL (one way or the other) rather than being the worst as might naïvely be expected.&lt;br /&gt;
&lt;br /&gt;
==Firing Accuracy breakpoints==&lt;br /&gt;
&lt;br /&gt;
Most of the time, Firing Accuracy is just something you generically want more of. But 100% accuracy gives a guarantee, which is particularly important in some situations (and obviously, more accuracy ceases to improve that mode of that weapon after that). I&#039;m just going to write down all the breakpoints in Firing Accuracy where a particular weapon in a particular firing mode becomes 100%.&lt;br /&gt;
&lt;br /&gt;
Remember that the starting range for Firing Accuracy is 40-70 and the cap range is 120-125.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|+UFO&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|76||Rocket Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|87||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle&amp;lt;br/&amp;gt;Rocket Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Heavy Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|102||Plasma Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|103||Plasma Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|104||Heavy Laser||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|107||Auto-Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Pistol&amp;lt;br/&amp;gt;Heavy Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Heavy Plasma||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|117||Plasma Rifle||Snap, standing&lt;br /&gt;
|-&lt;br /&gt;
|118||Plasma Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|120||Heavy Laser||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|122||Auto-Cannon||Aimed, standing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left:10px&amp;quot;&lt;br /&gt;
|+TFTD&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|73||Thermal Shok Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|76||Sonic Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|84||Thermal Shok Launcher||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|87||Gauss Rifle&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Gauss Rifle||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|103||Sonic Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|109||Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Sonic-Blasta Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|118||Sonic Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|125||Gauss Pistol&amp;lt;br/&amp;gt;Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Thermal Shok Launcher&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Snap, kneeling&amp;lt;br/&amp;gt;Snap, standing&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==UFO optimal firing modes==&lt;br /&gt;
&lt;br /&gt;
This is a list of the optimal firing modes for every weapon in UFO, where optimal is defined as &amp;quot;most shots on-target (per 100% Firing Accuracy) achievable with 78/80 TU&amp;quot;. There&#039;s little point doing one for TFTD, as mixtures of modes are never optimal under that definition (and only in one case with all 80 TU - the Sonic-Blasta Rifle).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon!!Combination!!Shots on-target!!TU!!Turns sustainable (+ Rounds left over)&lt;br /&gt;
|-&lt;br /&gt;
|Pistol||5 Snap||3.00||70||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rifle||2 Auto + 1 Snap||2.70||76||2 (+6)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cannon||3 Snap||1.80||78||2&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Cannon||2 Auto||1.92||64||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher||1 Aimed||1.15||60||1&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol||3 Auto + 1 Snap||2.92||76||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle||2 Auto + 1 Snap||3.41||74||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser||3 Snap||1.50||78||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol||3 Auto||4.50||72||2 (+8)&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle||1 Auto + 2 Snap||3.37||76||5 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma||2 Auto||3.00||56||5 (+5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;||1 Auto + 2 Snap||3.00||76||7&lt;br /&gt;
|-&lt;br /&gt;
|Small Launcher||1 Aimed||1.10||60||1&lt;br /&gt;
|-&lt;br /&gt;
|2 Small Launchers||Snap + Drop + Pick Up + Snap||1.30||74||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Didn&#039;t quite make it===&lt;br /&gt;
*79 TU: Small Launcher Snap+Reload+Snap (1.30)&lt;br /&gt;
*80 TU: Pistol 4 Snap+1 Aimed (3.18), Laser Pistol 4 Auto (3.36), Plasma Rifle 2 Auto+1 Snap (4.16), Heavy Plasma 2 Auto+1 Snap (3.75)&lt;br /&gt;
*Impossible with 80 max TU, but possible with 81 max TU: Laser Rifle 3 Auto (4.14)&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*I started this when I realised the Plasma Pistol would probably get the highest. Still inferior to the other plasma weapons due to damage.&lt;br /&gt;
*Note how the Laser Rifle significantly exceeds all other non-alien weapons. That&#039;s at least as important as the damage to its legendary utility.&lt;br /&gt;
&lt;br /&gt;
==On Interception in UFO (and to some extent TFTD)==&lt;br /&gt;
I&#039;ve seen a lot of talk about the correct craft weapons to use in UFO and TFTD, and while at least for UFO I agree with the &#039;&#039;conclusion&#039;&#039; that a lot of people reach (Avalanches only until Plasma Beams, then Plasma Beams only), I think the &#039;&#039;reasoning&#039;&#039; usually given is flawed, and that the conclusion doesn&#039;t apply to TFTD. I usually see people immediately talking about the range issues on specific UFOs (particularly the Large Scout/Cruiser); really, this isn&#039;t the right way to think about it. The real questions worth asking are these:&lt;br /&gt;
*What UFOs do I &#039;&#039;want&#039;&#039; to use craft weapons against?&lt;br /&gt;
*What weapons do I want to use against &#039;&#039;those&#039;&#039; UFOs?&lt;br /&gt;
See, the elephant in the room when talking about interception is that the majority of UFOs land, and there&#039;s little point wasting missiles on a craft that will land (not to mention the lost Elerium), &#039;&#039;&#039;unless&#039;&#039;&#039; it&#039;s part of a flotilla and therefore you wouldn&#039;t be able to get to them in time to perform a UFO Ground Assault. So, which UFOs don&#039;t land (recoverably), and what are the likely flotillas?&lt;br /&gt;
*Small Scouts never land unless they&#039;re on an Alien Base mission.&lt;br /&gt;
*Alien Abduction: there&#039;s a flotilla of two Abductors at the very end.&lt;br /&gt;
*Alien Infiltration: there&#039;s a flotilla of one Large Scout, one Terror Ship, one Supply Ship, and two Battleships at the end. Moreover, as the completion of this mission has effects beyond score (that is, you lose a funding country), you probably want to delay these as much as possible.&lt;br /&gt;
*Alien Base: there&#039;s a flotilla of one Large Scout, two Supply Ships and a Battleship at the end.&lt;br /&gt;
*Alien Terror: the first Terror Ship doesn&#039;t land. The second Terror Ship does, but as a Terror Site, which means you can&#039;t recover the UFO.&lt;br /&gt;
*Alien Retaliation: Nothing lands, except the base-attack Battleship, and that&#039;s a Base Defence so you can&#039;t recover it.&lt;br /&gt;
The flotillas don&#039;t show up very often, and certainly don&#039;t show up early (there&#039;s only one non-Terror alien mission per month, and the first one is hardcoded to be Sectoid Alien Research in the area of your first base; additionally, Abduction and Infiltration are very long missions that usually run over into the next month, or even the month after that if it&#039;s Infiltration and you&#039;re systematically crashing every UFO). The bread and butter of UFO interception is Small Scouts and Terror Ships on Alien Terror, plus the occasional Retaliation and Infiltration.&lt;br /&gt;
*You want to use the Avalanche on Small Scouts. Some people say you should use the Stingray (or even the Cannon) to have a chance of crashing them rather than destroying them; I&#039;m guessing the majority of these people haven&#039;t actually tried it. The Small Scout has a flee time of &#039;&#039;&#039;200&#039;&#039;&#039;, which is a mere 80-280 frames on Superhuman. 60% of the time you won&#039;t close to Stingray range before it runs, another 20% or so (total ~80%) it will run while the missile&#039;s in flight, and then more than half the time you actually hit the Stingray destroys it anyway. Your choices, really, are blowing them to bits with Avalanches or doing nothing, and blowing them to bits gets you 100 points (which is more than you get from shootdown + crash recovery, too, since there&#039;s a grand total of one alien and the UFO only contains 1 Alien Alloy). Advanced craft &#039;&#039;can&#039;&#039; bring the Small Scout down with Cannons, but by that point you&#039;re not hurting for money and there&#039;s a significant opportunity cost. The only time you should actually faff around with cannons on an Avenger is if you haven&#039;t managed to get a Sectoid Leader and it&#039;s rolling around to July (when Ethereals start to show up); the chance to get an Ethereal capture is the only thing from a Small Scout recovery that&#039;s remotely worth the effort to get one.&lt;br /&gt;
*You want to use dual Avalanches on Terror Ships. This is pretty self-explanatory; using anything else (before Plasma Beams) will get your Interceptors blown out of the sky. Speaking of Plasma Beams, this is the only truly-compelling reason to get them, since you need two Interceptors with Avalanches and that can be tricky (the only other reason to get Plasma Beams before advanced craft is to shoot down Supply Ships, but there aren&#039;t a lot of those and they always land). Indeed, Plasma Beams do have a downside in that they risk destroying Medium and Large Scouts (which, unlike in the case of Small Scouts, really &#039;&#039;is&#039;&#039; a waste).&lt;br /&gt;
*Anything will work against the Medium and Large Scouts on Retaliation missions. You can&#039;t really do anything about the Battleships until you get advanced craft.&lt;br /&gt;
The other argument I often see for Avalanches, the one about outranging Large Scouts, is a load of horseshit. A Large Scout is only going to get a couple of shots off against an Interceptor with Stingrays. That&#039;s not enough to destroy it, or even to send it to repairs for more than a day or two. Who cares?&lt;br /&gt;
&lt;br /&gt;
And the thing to note about those two arguments for Avalanche missiles in UFO is that neither of them apply to D.U.P. Head torpedoes in TFTD. The TFTD Battleship matches the D.U.P. Head&#039;s range, removing it from the list of useful interceptions. And Survey Ships are both more lucrative and easier to crash than the UFO Small Scout, as they cannot run from a Barracuda and Ajaxes have a much lower likelihood to one-hit kill. So I think Ajaxes might actually be the best initial loadout in TFTD; sure, you&#039;ll get shot by Cruisers, but not enough to matter. The Sonic Oscillator is also not quite as big a deal in TFTD, as once April rolls around the aliens will mostly be doing scripted terror sites (shipping lane and artefact) which don&#039;t have a Battleship to shoot down; the ability to shoot down Large subs is still helpful, though.&lt;br /&gt;
&lt;br /&gt;
Just something to consider.&lt;br /&gt;
&lt;br /&gt;
==Kill tables through armour (UFO/TFTD)==&lt;br /&gt;
&lt;br /&gt;
I&#039;m just going to post some tables indicating the cost (including materials) of a soldier in various armour getting killed and the likelihood that it happens with various weapons. I&#039;m assuming front armour for ballistic weapons, under armour for direct-hit explosives and side armour for edges of blast patterns, and assuming a 35-health soldier (slightly above rookie average; one or two combats would push the average up to here). I will count dying at the end of turn from fatal wounds as a kill, since there is no possibility of a Medi-Kit being applied during the alien turn.&lt;br /&gt;
&lt;br /&gt;
===UFO===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Plasma Pistol!!Plasma Rifle!!Heavy Plasma!!Alien Grenade&amp;lt;br&amp;gt;direct hit!!Alien Grenade&amp;lt;br&amp;gt;blast rim!!Blaster Bomb&amp;lt;br&amp;gt;direct hit!!Blaster Bomb&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||57.1%||72.0%||80.5%||100%||16.1%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Personal Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||48.4%||64.1%||80.2%||0%||100%||69.2%&lt;br /&gt;
|-&lt;br /&gt;
!Power Suit&lt;br /&gt;
|$139,500 + 1000h||0%||17.4%||42.4%||47.2%||immune||100%||25.3%&lt;br /&gt;
|-&lt;br /&gt;
!Flying Suit&lt;br /&gt;
|$210,500 + 1400h||immune||11.2%||38.1%||36.3%||immune||98.5%||14.3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===TFTD===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Sonic Pistol!!Sonic-Blasta&amp;lt;br&amp;gt;Rifle!!Sonic Cannon!!Sonic Pulser&amp;lt;br&amp;gt;direct hit!!Sonic Pulser&amp;lt;br&amp;gt;blast rim!!Disruptor Pulse&amp;lt;br&amp;gt;direct hit!!Disruptor Pulse&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||93.8%||100%||100%||100%||78.7%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Plastic Aqua Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||40.6%||70.2%||89.3%||9.3%||100%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!Ion Armour&lt;br /&gt;
|$139,500 + 1000h||immune||immune||9.2%||58.4%||0%||97.5%||21.8%&lt;br /&gt;
|-&lt;br /&gt;
!Magnetic Ion Armour&lt;br /&gt;
|$210,500 + 1400h||immune||immune||0.8%||47.9%||immune||91.5%||9.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
*UFO: Personal Armour is not worth building. Power/Flying Suits are rather dubious, and poor against Heavy Plasma in particular. The Flying Suit&#039;s definitely worth building for your snipers, has obvious massive advantages against Chryssalids, and is worth it for psi-screened troops (who effectively cost ~$320,000 to replace instead of $40,000 due to dropout rates and the need to pay wages for two months), but in other circumstances doesn&#039;t really measure up.&lt;br /&gt;
*TFTD: Plastic Aqua Armour is of varying effectiveness depending on what the aliens are packing; it&#039;s great against Sonic Pistols and pretty good against Sonic-Blasta Rifles, but poor against Sonic Cannons and only somewhat effective against Sonic Pulsers (cuts down the number of kills, but a direct hit is still nearly-always fatal). Ion and Magnetic Ion Armours are simply fantastic, turning 100%-kill shots into 0%. In Magnetic Ion Armour, you only really have to worry about direct hits from Sonic Pulsers and DPLs - and since you can fly, it&#039;s a mite hard to hit you with the former. Armour in TFTD is far, far more effective than in UFO, thanks to the narrower damage ranges and its significant damage resistances, and issuing top-of-the-line armour to all troops is a high priority. Indeed, armour levels the field against non-DPL Lobster Men; your guns don&#039;t work on them, but theirs don&#039;t work on you either, allowing you to close to mêlée range.&lt;br /&gt;
&lt;br /&gt;
==List of organisations in Apocalypse by importance==&lt;br /&gt;
This is a list of the various organisations in X-Com: Apocalypse. I&#039;ve sorted them into categories by how important their services are (and therefore how hard you should try to avoid making them hostile), as well as the timeframe in which they&#039;re important. Order within the categories is simply the game ordering; they&#039;re not ranked.&lt;br /&gt;
&lt;br /&gt;
===Crucial===&lt;br /&gt;
Getting one of these organisations infiltrated or irrecoverably hostile makes the game extremely difficult.&lt;br /&gt;
*&#039;&#039;&#039;Government&#039;&#039;&#039; - Okay, this is kind of the obvious one. If you render the Government hostile and don&#039;t fix it by the end of the week, your funding goes away and that&#039;s terrible. However, this is incredibly unlikely to happen unless you actively raid or bomb government buildings, as the Government not only starts out friendly to you, but also hates the aliens (improving your relations every time you kill aliens) and is strongly resistant to infiltration.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you research Cloaking Fields. The revenue from selling those is so enormous that the government funding becomes redundant. You can live without their funding quite a while earlier, but you&#039;ll probably lose air superiority for a while due to how incredibly cash-hungry the air game is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megapol&#039;&#039;&#039; - Slightly less obvious than the Government, there are three main reasons you don&#039;t want to make an enemy of Megapol:&lt;br /&gt;
**First, and least important, Megapol is very aggressive and will perform both raids and air attacks on a regular basis. However, the raids, while second only to Osiron in strength, still aren&#039;t enough to get past Security Stations, and the air attacks are performed by Police Hovercars - which don&#039;t have any weapons capable of damaging most buildings.&lt;br /&gt;
**Second, Megapol Police Cars patrol the city (unless Megapol&#039;s balance is negative) and they will scramble Police Hovercars to attack any illegal flyers (which includes your aircraft, if Megapol hates you). This is a distraction you do not need when fighting UFOs. Bankrupting Megapol can allow you to avoid this (the only effect of bankruptcy that I know of), but is rather difficult due to Megapol&#039;s enormous budget.&lt;br /&gt;
**Third, and the reason Megapol&#039;s in &amp;quot;Crucial&amp;quot;: Megapol manufactures nearly all the good tactical equipment. Lawpistols and Plasma Guns are the best of the bought equipment, the Auto-Cannon is pretty decent, and Stun Grapples and Stun Grenades are the only way to stun aliens unless you go into psionics. Megapol Armour is also the cheapest in the game, and generally more effective than Marsec Armour at least as far as protection goes (exception for explosives, but most alien explosives are so powerful that you&#039;re still dead anyway). They also make a few bits of aircraft equipment, but those aren&#039;t particularly necessary.&lt;br /&gt;
&lt;br /&gt;
:On the plus side, like the Government, it&#039;s rather difficult to piss off Megapol... unless they get infiltrated. Don&#039;t let them get infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Once you have access to the Devastator Cannon and/or Toxigun, plus Disruptor Armour, Megapol becomes much less useful. Stun Grenades are still nice, but not absolutely necessary. The Police Hovercar issue becomes mostly irrelevant once you have 3+ shielded Retaliators in the sky, as at that point the air game is basically over. Still moderately annoying, but no longer crucial.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marsec&#039;&#039;&#039; - Marsec is the only source of armed vehicles (General Metro makes the Blazer Turbo Bike, but it&#039;s unarmed). As such, if Marsec is hostile you cannot replenish craft losses or expand your fleet and will swiftly lose the air war. Hostile Marsec is possibly even worse than hostile Megapol or Government, and it can happen much more easily as well (as they don&#039;t inherently like you or hate the aliens).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have the UFO prereqs for the Explorer (Transporter and Destroyer). The Explorer is enough to shoot down UFOs, and the Bio-Trans can transport troops. Note that I said the prereqs, not actually having the Explorer deployed. You can afford to be knocked out of the air war for a week or two, as long as you have the means to get back into it eventually.&lt;br /&gt;
&lt;br /&gt;
===Important===&lt;br /&gt;
You can live without these, but it will hurt.&lt;br /&gt;
*&#039;&#039;&#039;Transtellar&#039;&#039;&#039;  - Provides transport services for agents, technical personnel and goods. The only reason this isn&#039;t in &amp;quot;Crucial&amp;quot; is because new hires can use the People Tubes (and ultratime prevents them from getting stuck), and because you can do an end run around Transtellar for sellable equipment via selling at one base and buying at another. Still, if Transtellar&#039;s hostile you won&#039;t be able to move already-hired scientists and engineers from one base to another, nor unresearched alien artifacts; you&#039;ll have to be very careful about where you drop mission loot and which base you hire at.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, you&#039;re probably going to have to learn to live without Transtellar, since they start friendly to the aliens (and own a huge amount of very fragile infrastructure) and will as such nearly always go hostile on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;S.E.L.F.&#039;&#039;&#039; - Provides androids. Androids have much higher Health than untrained humans (which substantially reduces the chance of critical wounds), and can&#039;t be brainsucked or mind-controlled. You don&#039;t absolutely need them, though.&lt;br /&gt;
&lt;br /&gt;
:Note that S.E.L.F. doesn&#039;t just need to be non-hostile, but on the positive side of neutral for you to be able to recruit androids. On the plus side, they (logically enough) cannot be infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Disruptor Shields reduce your casualty rate to very low levels. This means humans will survive to surpass androids. The immunity to subversion is still quite useful, though.&lt;br /&gt;
&lt;br /&gt;
===Useful===&lt;br /&gt;
These organisations do provide services to X-Com, but they can be played around without much difficulty.&lt;br /&gt;
*&#039;&#039;&#039;Superdynamics&#039;&#039;&#039; - Provides aircraft engines, fuel, and the Cargo Module. They&#039;re only &amp;quot;Useful&amp;quot;, rather than &amp;quot;Important&amp;quot;, because all aircraft come with pre-installed engines and you start with enough fuel to last the entire game. You do lose out on the SD Special, though, which means that any further Hawks you buy won&#039;t be at their best in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you unlock the Explorer, since that has a built-in engine. The Bio-Trans has free Cargo Modules, too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;General Metro&#039;&#039;&#039; - Provides road engines (which aren&#039;t much use) and the Passenger Module (which is quite useful, albeit only in small quantities).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have enough Passenger Modules for your Bio-Trans. You shouldn&#039;t ever lose it unless things have gone really sideways, so there&#039;s no need for more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solmine&#039;&#039;&#039; - Sells only one item, Elerium. Elerium fuels the Lineage Plasma Cannon, which is the best craft weapon before Medium Disruptors. However, Elerium is commonly found as loot from raids, so you can work around a hostile Solmine quite easily (missile launchers are also quite decent alternatives).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you get Retaliators (which can mount Medium Disruptors in all three slots) or anytime prior as long as you&#039;re willing to go on frequent raids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanotech&#039;&#039;&#039; - Nanotech&#039;s on the cusp of being &amp;quot;Important&amp;quot;, because the Medi-Kit they sell is actually rather good. However, critical wounds aren&#039;t all that common in Apocalypse, it&#039;s fairly rare to actually lose a Medi-Kit, and a wounded soldier can be saved by evacuating them, so you can make do without them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutant Alliance&#039;&#039;&#039; - The Mutant Alliance provides Sectoid hybrids for recruitment. Hybrids are the only agents that can use psionics effectively, and even make better soldiers than humans after enough training (as they have the same physical stat caps, but can also become nearly immune to psionics). The problems are that psionics just aren&#039;t very good against aliens and that hybrids take a huge amount of training to reach their potential.&lt;br /&gt;
&lt;br /&gt;
:Like S.E.L.F., the Mutant Alliance needs to actually like you, rather than just not be hostile, to provide their services.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never. The second Alien Dimension mission, however, will switch the Mutant Alliance to Allied, so if that&#039;s imminent you probably don&#039;t want to bother paying them off.&lt;br /&gt;
&lt;br /&gt;
===Irrelevant===&lt;br /&gt;
These organisations either don&#039;t provide anything, or provide only things that are largely irrelevant. Hostilities with these only have the usual consequence of occasional base raids (and air attacks, if they&#039;re a gang or have been infiltrated). Some of them are allied to more important organisations, though, so you might want to avoid gratuitous damage to those.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cult of Sirius&#039;&#039;&#039; - Useless. Also moot, since unless the Aliens accidentally level their temple with an Overspawn they&#039;ll always be hostile.&lt;br /&gt;
*&#039;&#039;&#039;Cyberweb&#039;&#039;&#039; - Weapons Control systems don&#039;t let you lead targets, so they&#039;re useless. The Missile Evasion Matrix doesn&#039;t seem to work. Allied with S.E.L.F., though.&lt;br /&gt;
*&#039;&#039;&#039;Sensovision&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Lifetree&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Nutrivend&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Evonet&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary Clinic&#039;&#039;&#039; - Useless. Allied with Nanotech, though.&lt;br /&gt;
*&#039;&#039;&#039;Energen&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Synthemesh&#039;&#039;&#039; - Useless. They appear to repair your buildings even if hostile.&lt;br /&gt;
*&#039;&#039;&#039;Gravball League&#039;&#039;&#039; - Useless. There&#039;s a rumour that they increase the number of humans for hire, but I think that&#039;s an urban legend.&lt;br /&gt;
*&#039;&#039;&#039;Psyke&#039;&#039;&#039; - Produces Psiclone. However, you never need to buy Psiclone, only sell it, and you can do that even when the manufacturer&#039;s hostile.&lt;br /&gt;
*&#039;&#039;&#039;Diablo&#039;&#039;&#039; - Produces the Incendiary Grenade, but the Auto-Cannon and Minilauncher are better at that anyway. Does perform frequent and large raids, but with Security Stations that&#039;s just more free money.&lt;br /&gt;
*&#039;&#039;&#039;Osiron&#039;&#039;&#039; - Useless. They launch huge raids, but that&#039;s about it.&lt;br /&gt;
*&#039;&#039;&#039;Extropians&#039;&#039;&#039; - Useless. Allied with Marsec and Solmine, though.&lt;br /&gt;
*&#039;&#039;&#039;Technocrats&#039;&#039;&#039; - Useless.&lt;br /&gt;
&lt;br /&gt;
==Calcinite appearance chance==&lt;br /&gt;
You might wonder why I&#039;m making a table listing the chance of a Calcinite appearing in TFTD. Well, there are a few aliens that are important to encounter in TFTD - here&#039;s a list of why they&#039;re important and where you can guarantee encountering them:&lt;br /&gt;
&lt;br /&gt;
*Deep One corpse for Aqua Plastics and live capture for Ion Armour (guaranteed at first Terror Site, since it&#039;s always Gill Men)&lt;br /&gt;
*Lobster Man Commander live capture for T&#039;Leth, the Alien&#039;s City (guaranteed in Alien Colonies)&lt;br /&gt;
*Tasoth live capture for M.C. Disruptor (guaranteed in Alien Colonies)&lt;br /&gt;
*Gill Man corpse for Thermic Lance (guaranteed at first Terror Site)&lt;br /&gt;
*Calcinite corpse for Vibroblade (guaranteed... &#039;&#039;&#039;nowhere&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
That&#039;s right, Calcinites are the one important alien that isn&#039;t guaranteed to show up. What&#039;s worse, they&#039;re &#039;&#039;rare&#039;&#039;. Calcinites only appear on Aquatoid and Mixed Crew missions above water (i.e. Port/Island/Ship terror attacks and Base Defences). On my playthrough of TFTD on Superhuman, the damned things never appeared once in the entire game, until eventually I gave in, abandoned my &amp;quot;no psi&amp;quot; rule and used M.C. Disruptors to hit a colony and win. So, here&#039;s a table of how likely the terror mission for the month is to have Calcinites (this doesn&#039;t take into account retaliation, &#039;tis true, but early on an Aquatoid Base Defence is insanely hard and later on it can be difficult to provoke one). There&#039;s also a cumulative chance that, by the end of the month, you will have encountered Calcinites at some point. I&#039;ll only go up to May 2041, because things get complicated to calculate after that (there&#039;s a possibility that the aliens will run out of Artefact Sites).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month!!Chance!!Cumulative Chance&lt;br /&gt;
|-&lt;br /&gt;
!January 2040&lt;br /&gt;
|0%||0%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|20%||20%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|20%||36%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|26%||52.6%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|26%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!June&lt;br /&gt;
|13%||69.5%&lt;br /&gt;
|-&lt;br /&gt;
!July&lt;br /&gt;
|15%||74.1%&lt;br /&gt;
|-&lt;br /&gt;
!August&lt;br /&gt;
|15%||78.0%&lt;br /&gt;
|-&lt;br /&gt;
!September&lt;br /&gt;
|15%||81.3%&lt;br /&gt;
|-&lt;br /&gt;
!October&lt;br /&gt;
|19%||84.8%&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|19%||87.7%&lt;br /&gt;
|-&lt;br /&gt;
!December&lt;br /&gt;
|19%||90.0%&lt;br /&gt;
|-&lt;br /&gt;
!January 2041&lt;br /&gt;
|19%||91.9%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|19%||93.5%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|19%||94.7%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|19%||95.7%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|19%||96.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That&#039;s right: while you&#039;ve got an even chance to get drills by May, there&#039;s a one-in-five chance of no drills by September (when alien loadouts finalise, and DPL Lobster Men become way too common) and a one-in-ten chance of having to wait for the new year. RNG, ho!&lt;br /&gt;
&lt;br /&gt;
==Accuracy in Apocalypse==&lt;br /&gt;
&lt;br /&gt;
You may have been rather perplexed by the total lack of hard numbers on accuracy in Apoc. Unlike other games, there&#039;s just a highly-inexact accuracy bar. Well, fear not. I&#039;m going to explain what&#039;s going on, as best I&#039;ve been able to figure out (from [https://pastebin.com/PuSSyziU this] code dig - a big thankyou to Skin36 and OpenApoc - and from my own substantial in-game testing).&lt;br /&gt;
&lt;br /&gt;
===Accuracy formula===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the accuracy formula that Apocalypse uses. There are quite a few terms, so buckle up.&lt;br /&gt;
&lt;br /&gt;
*Agent inaccuracy term&lt;br /&gt;
**Start with the agent&#039;s inaccuracy (the value in the data files, 100-displayed accuracy).&lt;br /&gt;
**Multiply by 1.4 if both the agent&#039;s hands are full and &#039;&#039;either&#039;&#039; of the wielded items is over 2x2.&lt;br /&gt;
**Movement modes (in real-time; I haven&#039;t exhaustively tested TB, but I know it&#039;s different):&lt;br /&gt;
***If running, crawling, or run-flying, you cannot fire, so it doesn&#039;t matter what your accuracy is.&lt;br /&gt;
***If walking, multiply by 1.25.&lt;br /&gt;
***If standing, multiply by 0.8.&lt;br /&gt;
***If kneeling, multiply by 0.64 (0.8*0.8).&lt;br /&gt;
***If prone, multiply by 0.48 (0.6*0.8).&lt;br /&gt;
***If walk-flying, multiply by 1.4375 (1.25*1.15).&lt;br /&gt;
***If stand-flying, kneel-flying or prone-flying, multiply by 0.92 (0.8*1.15).&lt;br /&gt;
***If crawl-flying, multiply by... I&#039;m not even sure. I know it&#039;s lower (better) than walking, but higher (worse) than stand-flying. My guess based on the numbers in that dump is either 1.15 (1*1.15, or 1.25*0.8*1.15) or 1.0925 (0.95*1.15), but in-game testing doesn&#039;t have the precision to tell them apart.&lt;br /&gt;
**Shooting modes:&lt;br /&gt;
***If aimed, multiply by 0.5.&lt;br /&gt;
***If snap, multiply by 1.&lt;br /&gt;
***If auto, multiply by 2.&lt;br /&gt;
*Weapon inaccuracy term&lt;br /&gt;
**Weapon&#039;s inaccuracy (100-displayed accuracy) divided by 2.&lt;br /&gt;
*Lost health term&lt;br /&gt;
**100*(lost health/current health). Note that this gets absurdly large if your agent is on very low health.&lt;br /&gt;
*Critical wound term&lt;br /&gt;
**For X-COM Agents and most enemies, this is 150 if the arm with the weapon is wounded and 0 otherwise. (I don&#039;t think a bodypart can have multiple wounds.)&lt;br /&gt;
**Some aliens don&#039;t have separate bodyparts; for those, this is 100*wounds.&lt;br /&gt;
*Berserk term&lt;br /&gt;
**This is 200 if berserk and 0 otherwise.&lt;br /&gt;
*Cloaking term&lt;br /&gt;
**If the target is cloaked (has a Personal Cloaking Field in hand), this is 2000/(distance + 3). Otherwise, it&#039;s 0.&lt;br /&gt;
*Summation of terms&lt;br /&gt;
**Add up (agent inaccuracy)^2 + (weapon inaccuracy)^2 + (health term)^2 + (wound term)^2 + (berserk term)^2 + (cloaking term)^2.&lt;br /&gt;
**Take the square root, and round down. This is the final inaccuracy rating of the shot.&lt;br /&gt;
**98+ inaccuracy corresponds to a completely-empty &amp;quot;accuracy bar&amp;quot;; a hypothetical 0 inaccuracy would correspond to a completely-full &amp;quot;accuracy bar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===So a shot with 40 inaccuracy is 60% accurate?===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
There is no hit/miss test in Apocalypse. The inaccuracy rating is converted &#039;&#039;directly&#039;&#039; into the shot spread - a higher inaccuracy rating means a bigger spread. The actual chance to hit is determined by how much of that spread ends up hitting the target - this is going to vary dramatically depending on the target&#039;s cross-section, the distance to the target, and the presence or absence of cover obscuring parts of the target.&lt;br /&gt;
&lt;br /&gt;
(The high complexity of figuring this out, even neglecting cover, is presumably why Apocalypse is so cagey about giving you numbers.)&lt;br /&gt;
&lt;br /&gt;
I am not sure of the precise details of how the spread is generated, but I &#039;&#039;think&#039;&#039; that, for large inaccuracies and small targets, halving the inaccuracy should give you 4x the hit rate (as the spread will be half as wide and contain 1/4 the area). This doesn&#039;t hold if you&#039;re already hitting most of the time, however - obviously, your actual chance to hit can&#039;t go above 100%.&lt;br /&gt;
&lt;br /&gt;
===Consequences of this===&lt;br /&gt;
There are a few results here that bear mentioning.&lt;br /&gt;
*All the modifiers from movement, dual-wielding and shot mode &#039;&#039;only affect the agent inaccuracy term&#039;&#039;. This means that if the agent inaccuracy term is negligible (i.e., your agent has very high Accuracy), these become much less important. Let&#039;s do a worked example, with an Accuracy 20 and Accuracy 90 soldier both firing a Megapol Auto Cannon (accuracy 40), and assuming no special circumstances (full health, no cloaking or berserk).&lt;br /&gt;
**If the Accuracy 20 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((80*0.48*0.5)^2 + 30^2) = 35.&lt;br /&gt;
**If the Accuracy 20 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((80*1.4*1.25*2)^2 + 30^2) = 281.&lt;br /&gt;
**If the Accuracy 90 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((10*0.48*0.5)^2 + 30^2) = 30.&lt;br /&gt;
**If the Accuracy 90 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((10*1.4*1.25*2)^2 + 30^2) = 46.&lt;br /&gt;
:The Accuracy 20 soldier is going to be shooting all over the place if he doesn&#039;t pay attention to these modifiers, so much so that firing 8x as fast will still result in less hits. The Accuracy 90 soldier might hit half as often (at long range), but that&#039;s still 4x as many hits, and he gets more mobility to boot. This is a very nice emergent effect from the formula - well-trained soldiers can pull off cool stunts that rookies can&#039;t.&lt;br /&gt;
*In real-time mode, you should pretty much always dual-wield unless you can&#039;t afford (or can&#039;t get) the extra gun. Dual-wielding two-handed weapons in aimed mode ultimately gives a 0.7x modifier to agent inaccuracy (1.4*0.5), but single-wielding in snap mode - at the same rate of fire - gives a 1x modifier (i.e. strictly worse). Likewise, dual-wielding two-handed weapons in snap mode gives a 1.4x modifier, but single-wielding in auto mode gives 2x. However, because you get the two-handed penalty if &#039;&#039;either&#039;&#039; of your weapons is two-handed, you should generally give agents either two two-handed weapons or two one-handed weapons (not one of each).&lt;br /&gt;
*Because there&#039;s always a shot spread, anything you can do to cut down your cross-section (kneeling, crawling/prone, cover) will directly reduce how often you get hit. Since the first two &#039;&#039;also&#039;&#039; increase your own accuracy, they&#039;re critically important in a firefight and you should basically always be doing one of them unless you&#039;re moving or you need the elevated shooting position (to shoot over cover). The advantages of kneeling over prone are that a kneeling soldier can turn freely (a prone soldier has to get up to turn - not good in close quarters!) and that a kneeling soldier takes up less space (e.g. in a firing line) - but prone is better on the numbers in a long-range slugfest in open terrain  (e.g. the upper floor of a Procreation Park, some Corporate HQ maps, much of the Alien Dimension)&lt;br /&gt;
&lt;br /&gt;
==Weapon Effectiveness (UFO)==&lt;br /&gt;
Finally decided to do at least some of these; I want to get hard data regarding rifles vs. HC/AC, and regarding Cyberdiscs and Sectopods in particular. Note that these calculations render Spike&#039;s Firepower Tables obsolete, at least as far as they go, as the latter do not consider max-health and thus sometimes give nonsense numbers like 0.5 Blaster Bombs being required to kill a Sectopod.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectoid Soldier (health 30, front armour 4, under armour 2)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Average damage&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-30||19.0||35.8%||76.4%||93.6%||98.6%||99.7%||100.0%||Snap||42%||83.9||Snap||35.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-30||20.4||44.3%||82.2%||95.8%||99.2%||99.9%||100.0%||Auto*||24.5%||97.6||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-30||24.8||69.9%||94.8%||99.3%||99.9%||100.0%||100.0%||Snap||42%||106.9||Snap||44.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||24-30||29.6||88.7%||100%||-||-||-||-||Snap||42%||87.5||Snap||36.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-30||23.1||60.0%||90.8%||98.5%||99.8%||100.0%||100.0%||Auto||22.4%||104.5||Auto||40.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||20-30||28.8||77.8%||100%||-||-||-||-||Auto*||22.4%||87.8||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-30||23.7||63.4%||92.3%||98.8%||99.9%||100.0%||100.0%||Auto||19.6%||71.0||Auto||25.3&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-30||25.2||71.9%||95.5%||99.5%||99.9%||100.0%||100.0%||Auto*||32.2%||60.2||Snap||33.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-30||26.6||80.1%||97.7%||99.8%||100.0%||100.0%||100.0%||Snap||35%||115.4||Snap||40.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-30||24.4||67.6%||94.0%||99.2%||99.9%||100.0%||100.0%||Auto||35%||51.6||Auto||30.2&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-30||26.4||78.9%||97.4%||99.8%||100.0%||100.0%||100.0%||Auto*||38.5%||53.4||Auto||36.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-30||27.5||85.3%||98.8%||99.9%||100.0%||100.0%||100.0%||Auto*||35%||53.0||Snap||34.8&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-30||27.1||82.3%||98.2%||99.9%||100.0%||100.0%||100.0%||Aimed||77%||116.5||Snap||47.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||23-30||29.5||86.3%||100%||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;85.3&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||30-30||30.0||100%||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||25.5||74.0%||95.8%||99.5%||99.9%||100.0%||100.0%||n/a||n/a||n/a||Melee||39.2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at 114+/100+ (Rifle), never/111+ (AC-HE), 123+/107+ (Laser Rifle), 100+/87+ (Plasma Rifle), 117+/101+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Floater Soldier (health 35, front armour 8, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg. dmg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!rowspan=&amp;quot;2&amp;quot;|7-hit kill!!rowspan=&amp;quot;2&amp;quot;|8-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-35||17.8||18.9%||58.1%||82.9%||94.0%||98.1%||99.5%||99.9%||100.0%||Snap||42%||106.5||Snap||44.7&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-35||20.1||29.5%||68.3%||88.8%||96.6%||99.1%||99.8%||99.9%||100.0%||Auto*||24.5%||116.0||Auto||39.0&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-35||26.9||61.9%||90.8%||98.2%||99.7%||100.0%||100.0%||100.0%||100.0%||Snap||42%||117.4||Snap||49.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-35||30.6||60.4%||99.5%||100%||-||-||-||-||-||Snap||42%||110.1||Snap||46.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-35||24.3||49.4%||83.7%||95.9%||99.1%||99.8%||100.0%||100.0%||100.0%||Auto||22.4%||116.8||Auto||41.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-35||27.8||44.4%||95.6%||100.0%||100%||-||-||-||-||Auto||22.4%||109.4||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-35||34.3||86.8%||100%||-||-||-||-||-||-||Aimed||80.5%||105.4||Snap||50.9&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-35||25.2||53.8%||86.4%||96.8%||99.4%||99.9%||100.0%||100.0%||100.0%||Auto||19.6%||78.6||Auto||25.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-35||27.5||64.5%||92.0%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||Auto*||32.2%||64.2||Auto||34.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-35||29.7||74.9%||96.0%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||Snap||35%||122.3||Snap||42.8&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-35||26.3||59.0%||89.3%||97.8%||99.6%||99.9%||100.0%||100.0%||100.0%||Auto||35%||55.6||Auto||30.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-35||29.3||73.3%||95.5%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto*||38.5%||55.7||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-35||31.1||81.4%||97.8%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto*||35%||54.6||Auto||35.1&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-35||29.2||74.0%||95.1%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||128.4||Snap||52.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-35||30.0||56.9%||98.9%||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;108.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-35||33.9||83.1%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;87.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-35||35.0||97.8%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-35||28.1||67.2%||92.7%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||42.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at never/125 (Rifle), never/116+ (Laser Rifle), 107+/93-112 (Plasma Rifle), 122+/106+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Snakeman===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Snakeman Soldier (health 45, front armour 20, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|11HK!!rowspan=&amp;quot;2&amp;quot;|12HK!!rowspan=&amp;quot;2&amp;quot;|13HK!!rowspan=&amp;quot;2&amp;quot;|14HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|16HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-32||10.0||0%||9.5%||27.8%||48.0%||65.3%||78.3%||87.1%||92.6%||95.9%||97.8%||98.8%||99.4%||99.7%||99.9%||99.9%||100.0%||Snap||42%||214.3||Snap||90.0&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-40||13.4||0%||20.5%||45.9%||66.8%||81.2%||89.9%||94.8%||97.5%||98.8%||99.4%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||204.8||Auto||57.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-45||27.9||42.5%||75.6%||91.2%||97.1%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||153.1||Snap||64.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-45||35.6||41.5%||96.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Snap||42%||127.7||Snap||53.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-45||22.2||23.5%||56.9%||79.2%||91.0%||96.3%||98.6%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||165.7||Auto||48.9&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-45||31.0||22.2%||87.0%||99.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Auto||22.4%||127.4||Auto||40.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-45||42.2||73.7%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||117.7||Snap||56.8&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||38-45||44.7||93.1%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||99.6||Snap||48.1&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-45||24.2||30.1%||64.0%||84.1%||93.7%||97.7%||99.2%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||107.1||Auto||29.2&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-45||29.0||46.3%||78.7%||92.8%||97.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||77.7||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-45||33.7||62.0%||89.3%||97.4%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||143.2||Snap||50.1&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-45||26.6||38.1%||71.7%||89.0%||96.1%||98.7%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||70.0||Auto||33.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-45||33.0||59.6%||88.0%||96.9%||99.3%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||62.8||Auto||37.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-45||36.6||71.9%||94.2%||99.0%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||58.9||Auto||35.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-45||36.0||68.5%||93.1%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||136.3||Snap||56.0&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-45||34.6||37.3%||94.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;126.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-45||41.4||69.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;98.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||43-45||45.0||98.2%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-45||44.1||86.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;84.9&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||45-45||45.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-45||30.2||50.4%||81.1%||93.8%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||53.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Muton Soldier (health 125, front armour 20, under armour 10)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||60%||0-11||1.9||0%||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||2.2%||21.5%||56.7%||83.4%||95.2%||98.9%||100.0%||Snap||42%||1076.8||Snap||452.2&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||60%||0-16||3.5||0%||0%||0%||0%||0%||0.0%||0.0%||0.1%||0.3%||1.1%||25.1%||69.1%||92.6%||98.8%||99.8%||100.0%||100.0%||Auto||24.5%||901.1||Auto||229.6&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||60%||0-47||16.4||0%||0%||1.4%||10.4%||27.2%||47.1%||65.2%||78.9%||88.1%||93.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||545.4||Snap||229.1&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||16-68||42.0||0%||6.4%||69.6%||98.1%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||Snap||42%||256.1||Snap||107.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||60%||0-30||9.0||0%||0%||0%||0.0%||1.1%||5.3%||13.8%||26.1%||40.5%||54.8%||94.4%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||638.2||Auto||153.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||12-56||34.0||0%||0%||34.3%||87.5%||99.4%||100.0%||100.0%||100%||-||-||-||-||-||-||-||-||-||Auto||22.4%||238.8||Auto||66.3&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||27-102||64.5||0%||63.2%||98.7%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||221.8||Snap||107.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||40-125||88.8||15.8%||92.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||178.6||Snap||86.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-73||29.0||0%||4.2%||25.5%||52.3%||73.8%||87.2%||94.3%||97.6%||99.1%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||206.7||Auto||47.1&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-100||41.7||0%||23.5%||56.7%||79.9%||91.9%||97.1%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||135.3||Auto||49.8&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-125||64.3||15.2%||57.4%||83.7%||94.8%||98.5%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||236.4||Snap||82.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-84||34.0||0%||11.8%||40.3%||67.1%||84.4%||93.4%||97.4%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||126.2||Auto||50.0&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-125||60.6||9.9%||52.0%||80.5%||93.4%||98.0%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||95.3||Auto||43.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-125||80.1||37.2%||76.7%||93.4%||98.4%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||77.5||Auto||37.3&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-125||74.6||25.4%||68.0%||89.7%||97.3%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||214.6||Snap||88.1&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||15-65||40.0||0%||3.2%||62.1%||96.9%||100.0%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;253.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||25-95||60.0||0%||52.5%||97.4%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;187.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||45-125||95.8||27.9%||96.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;131.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||35-125||80.0||1.1%||85.4%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;160.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||90-125||121.9||82.6%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;77.5&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-110||46.6||0%||27.1%||58.5%||79.9%||91.3%||96.5%||98.7%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||104.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
====Soldier====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ethereal Soldier (health 55, front armour 35, under armour 35)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-17||2.9||0%||0%||0.0%||0.2%||1.1%||2.8%||5.7%||9.8%||15.0%||21.2%||56.8%||82.5%||94.3%||98.4%||99.6%||99.9%||100.0%||Snap||42%||655.8||Snap||275.4&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-25||5.3||0%||0%||1.7%||6.1%||13.3%||22.5%||32.8%||43.4%||53.6%||62.7%||90.5%||98.3%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||477.7||Auto||125.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-55||24.3||20.4%||49.6%||71.7%||85.4%||92.8%||96.6%||98.5%||99.3%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||224.9||Snap||94.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||0-43||17.8||0%||22.5%||55.5%||79.2%||91.6%||97.0%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||279.3||Snap||117.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-49||14.4||0%||15.7%||36.5%||55.9%||71.1%||81.9%||89.1%||93.6%||96.3%||98.0%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||289.7||Auto||74.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||0-31||11.0||0%||3.3%||19.7%||42.7%||63.8%||79.3%||89.0%||94.5%||97.4%||98.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||318.2||Auto||81.5&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||2-55||36.2||30.3%||79.6%||96.8%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100%||-||-||-||-||-||-||-||Aimed||80.5%||180.4||Snap||87.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||15-55||46.9||60.4%||97.5%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||132.4||Snap||63.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-55||17.7||3.2%||25.5%||49.3%||68.1%||81.0%||89.2%||94.1%||96.8%||98.4%||99.2%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||176.7||Auto||40.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-55||26.4||25.6%||56.0%||77.0%||88.9%||94.9%||97.8%||99.1%||99.6%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||103.9||Auto||42.6&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-55||34.7||47.4%||78.0%||91.8%||97.2%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||176.2||Snap||61.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-55||22.0||14.3%||41.6%||64.8%||80.4%||89.7%||94.8%||97.5%||98.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||101.5||Auto||42.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-55||33.5||44.1%||75.2%||90.2%||96.4%||98.8%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||74.5||Auto||39.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-55||40.0||61.0%||87.9%||96.7%||99.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||65.3||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||80%||0-55||31.0||37.6%||68.1%||85.4%||93.8%||97.5%||99.0%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||213.5||Snap||87.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||0-40||16.1||0%||16.8%||47.1%||72.4%||87.5%||94.9%||98.1%||99.3%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;288.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||0-55||33.3||22.5%||72.6%||94.3%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;158.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||20-55||49.3||68.5%||99.4%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;99.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||10-55||43.6||50.5%||93.6%||99.8%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;117.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||55-55||55.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||80%||0-55||21.8||13.7%||39.2%||61.5%||77.3%||87.3%||93.1%||96.4%||98.2%||99.1%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||100.5&lt;br /&gt;
|}&lt;br /&gt;
====Leader====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ethereal Leader (health 55, front armour 40, under armour 40)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-12||1.5||0%||0%||0%||0.0%||0.0%||0.1%||0.2%||0.6%||1.1%||2.0%||13.3%||34.6%||58.0%||76.5%||88.3%||94.7%||99.1%||Snap||42%||1063.5||Snap||446.7&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-20||3.4||0%||0%||0.2%||1.0%||2.8%||6.0%||10.6%||16.5%||23.3%||30.7%||66.5%||87.9%||96.4%||99.1%||99.8%||100.0%||100.0%||Auto||24.5%||670.8||Auto||173.2&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-55||21.9||15.9%||42.3%||64.6%||79.7%||89.0%||94.3%||97.1%||98.6%||99.3%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||251.3||Snap||105.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||0-38||14.0||0%||11.6%||36.1%||60.5%||78.3%||89.1%||94.9%||97.7%||99.0%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||340.5||Snap||143.0&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-44||11.6||0%||9.8%||25.4%||42.4%||57.9%||70.4%||79.9%||86.8%||91.5%||94.6%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||340.5||Auto||86.1&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||0-26||7.8||0%||0.0%||5.8%||18.4%||34.9%||51.7%||66.3%||77.7%||85.9%||91.4%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||417.6||Auto||104.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||0-55||32.6||23.7%||70.4%||92.4%||98.5%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||200.5||Snap||96.9&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||10-55||44.8||55.4%||94.8%||99.9%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||139.6||Snap||67.4&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-52||14.8||0%||16.6%||37.5%||56.4%||71.2%||81.7%||88.7%||93.3%||96.1%||97.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||205.4||Auto||46.4&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-55||24.1||21.5%||49.7%||71.1%||84.6%||92.2%||96.2%||98.2%||99.2%||99.6%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||113.2||Auto||45.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-55||33.1||44.4%||74.8%||89.8%||96.1%||98.6%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||185.7||Snap||65.0&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-55||19.4||9.5%||33.2%||55.8%||72.8%||84.1%||91.1%||95.2%||97.4%||98.7%||99.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||114.0||Auto||46.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-55||31.8||41.0%||71.6%||87.7%||95.1%||98.1%||99.3%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||78.0||Auto||40.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-55||38.8||58.9%||86.2%||95.9%||98.8%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||67.0||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||80%||0-55||29.1||34.3%||63.8%||81.9%||91.5%||96.2%||98.4%||99.3%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||228.9||Snap||94.0&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||0-35||12.4||0%||7.3%||27.6%||51.0%||70.3%||83.5%||91.5%||95.8%||98.1%||99.1%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;357.3&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||0-55||29.4||15.5%||61.5%||87.6%||96.9%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;179.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||15-55||47.6||64.0%||97.9%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;103.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||5-55||41.0||45.1%||89.1%||99.1%||100.0%||100.0%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;125.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||55-55||55.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||80%||0-55||19.2||9.2%||30.9%||52.4%||69.2%||81.0%||88.7%||93.4%||96.3%||97.9%||98.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||115.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cyberdisc (health 120, front armour 34, under armour 34)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||80%||0-7||0.7||0%||0%||0%||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.6%||3.4%||11.0%||24.1%||57.8%||Snap||42%||2115.1||Snap||888.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||80%||0-14||2.0||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||1.8%||13.2%||36.9%||63.1%||82.2%||92.7%||99.1%||Auto||24.5%||1366-1415||Auto||346.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||80%||0-55||17.1||0%||0%||4.9%||16.8%||33.2%||50.4%||65.4%||77.2%||85.6%||91.3%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||539.6||Snap||226.6&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||60%||0-30||3.6||0%||0%||0.0%||0.0%||0.7%||4.8%||15.3%||32.0%||50.9%||67.8%||98.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||762.8||Snap||320.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||80%||0-33||8.1||0%||0%||0%||0.2%||1.5%||4.9%||10.9%||19.3%||29.5%||40.6%||83.7%||97.4%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||718.6||Auto||171.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||60%||0-5||0.6||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.6%||8.4%||28.8%||53.8%||74.1%||86.9%||97.3%||Auto||22.4%||1839-1900||Auto||425.4&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||60%||0-120||39.4||0.0%||28.6%||83.8%||98.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||269.5||Snap||130.2&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||60%||0-120||94.3||33.0%||98.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||157.2||Snap||75.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-58||18.4||0%||0.1%||6.8%||21.0%||39.0%||56.4%||70.8%||81.5%||88.8%||93.5%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||284.6||Auto||62.6&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-86||30.9||0%||12.2%||36.0%||59.5%||76.9%||87.8%||94.0%||97.2%||98.7%||99.4%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||165.7||Auto||60.4&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-120||53.7||9.9%||45.9%||73.5%||88.6%||95.5%||98.4%||99.4%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||272.4||Snap||95.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-70||23.7||0%||3.5%||18.4%||39.2%||59.1%||74.7%||85.3%||91.9%||95.7%||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||163.3||Auto||63.5&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-120||49.6||4.3%||39.0%||68.3%||85.5%||94.0%||97.7%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||109.3||Auto||48.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-120||70.9||33.3%||70.4%||89.3%||96.6%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||83.1||Auto||38.9&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-120||113.6||84.1%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||113.3||Snap||46.5&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||60%||0-26||2.3||0%||0%||0.0%||0.0%||0.0%||0.5%||2.6%||8.3%||18.1%||31.3%||86.9%||98.8%||99.9%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;913.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||60%||0-107||29.9||0%||9.6%||60.4%||92.3%||99.1%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;254.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||60%||0-120||107.4||59.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;105.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||60%||0-120||74.7||9.6%||89.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;151.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||60%||113-120||120.0||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-96||35.5||0%||15.7%||40.0%||62.2%||78.2%||88.2%||94.0%||97.0%||98.6%||99.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||128.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
====Front====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, front armour 145, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||19.6%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-35||3.5||0%||0%||0.0%||0.1%||0.4%||0.9%||1.7%||2.8%||4.3%||6.2%||20.6%||39.9%||58.8%||73.9%||84.5%||91.3%||97.6%||Auto||32.2%||868-904||Auto||291.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||23.4||5.8%||19.0%||34.3%||48.7%||61.1%||71.2%||79.1%||85.0%||89.4%||92.6%||98.9%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||499.0||Snap||174.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||38.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-39||4.1||0%||0%||0.1%||0.4%||1.0%||1.9%||3.4%||5.3%||7.7%||10.5%||29.9%||51.7%||70.1%||83.0%||90.9%||95.4%||99.0%||Auto||35%||719-753||Auto||263.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||n/a||n/a||n/a||Melee||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rear====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, rear armour 100, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-12||0.7||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.1%||0.4%||1.4%||3.5%||7.1%||19.7%||Snap||42%||5460.5||Snap||2293.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-38||5.3||0%||0%||0.2%||0.8%||2.0%||4.1%||7.0%||10.8%||15.3%||20.5%||49.7%||73.9%||88.3%||95.3%||98.3%||99.4%||99.9%||Auto||19.6%||716.1||Auto||147.1&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-80||17.9||0%||7.6%||19.7%||33.5%||47.0%||59.1%||69.2%||77.2%||83.5%||88.2%||98.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||236.9||Auto||83.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||40.2||23.4%||49.0%||68.7%||81.8%||89.8%||94.5%||97.1%||98.5%||99.2%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||281.6||Snap||98.6&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-28||3.0||0%||0%||0%||0.0%||0.1%||0.3%||0.6%||1.2%||2.1%||3.3%||15.4%||34.8%||55.4%||72.5%||84.4%||91.8%||98.1%||Auto||38.5%||794-826||Auto||317.9&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-84||19.1||0%||8.8%||22.2%||36.9%||50.8%||62.8%||72.6%||80.2%||86.0%||90.2%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||214.9||Auto||82.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||3.5||0%||0%||0%||0.0%||0.0%||0.1%||0.3%||0.6%||1.1%||1.7%||9.0%||23.0%||40.5%||57.8%||72.1%||82.7%||94.3%||n/a||n/a||n/a||Melee||893.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121475</id>
		<title>User:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121475"/>
		<updated>2025-04-06T07:15:33Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* Ethereal */ adding Muton&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi.&lt;br /&gt;
&lt;br /&gt;
1) It&#039;s a pun on my interest in fantasy novels and fungi. I don&#039;t use, sell or possess hallucinogenic drugs (though I do think they should be legalised).&lt;br /&gt;
&lt;br /&gt;
2) I tend to be a [https://en.wikipedia.org/wiki/Wikipedia:WikiOgre WikiOgre]. Don&#039;t be surprised if you wake up one day and the &amp;quot;Recent changes&amp;quot; list is all me.&lt;br /&gt;
&lt;br /&gt;
3) I now have admin permissions. Give me a yell if you want something done that requires those permissions (most obviously deleting pages).&lt;br /&gt;
&lt;br /&gt;
==Accomplishments==&lt;br /&gt;
Comma indicates same run. Semicolon separates runs. All are without exploits, except Research Rollover (which is hard to avoid).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO: Enemy Unknown:&#039;&#039;&#039; Superhuman, Iron Man, no Psi-Amps, June 1 Cydonia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror from the Deep:&#039;&#039;&#039; Superhuman, Iron Man.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Com: Apocalypse:&#039;&#039;&#039; Superhuman, Iron Man, no Toxigun, no infiltration graph.&lt;br /&gt;
&lt;br /&gt;
==Battleship Farming==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure whether this deserves its own page, so I&#039;m putting it here.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a little trick I discovered to obtain huge amounts of money and points and fair amounts of Elerium in UFO (it should also work in TFTD but Leviathans and Bombardment Shields are much harder to obtain).&lt;br /&gt;
You will need: 1 or more [[Avenger]]s, [[Plasma Beam]]s, [[Fusion Ball Defences]], [[Grav Shield]], [[Hyper-Wave Decoder]].&lt;br /&gt;
&lt;br /&gt;
How to execute:&lt;br /&gt;
&lt;br /&gt;
1) Intercept lots of UFOs. You were doing that anyway, right?&lt;br /&gt;
&lt;br /&gt;
2) When scouts start appearing with the mission (obtained via Hyper-Wave Decoder) of &amp;quot;Alien Retaliation&amp;quot;, leave them alone.&lt;br /&gt;
&lt;br /&gt;
3) Build six or more Fusion Ball Defences and a Grav Shield. Don&#039;t build a Mind Shield at the base that you&#039;re using for this trick.&lt;br /&gt;
&lt;br /&gt;
4) When Battleships start appearing, shoot them down and recover them with Avengers.&lt;br /&gt;
&lt;br /&gt;
5) Enjoy your points (likely just shy of 1000), money (2 million or more), and Elerium ([[UFO_Crash_Recovery#Power_Source_Explosions_and_Elerium_Recovery|around 50]])!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason I call this a &amp;quot;trick&amp;quot; is that it&#039;s a way to generate artificially high UFO numbers in order to give you something to shoot at. Alien Retaliation missions that have found your base will not ever end until a Base Defence mission is forced - they will not end on Battleship interception and they will not end if the Battleship is destroyed by your base defences. Here, the Battleships will be turned into confetti by your defences even if they are not intercepted (12 shots of Fusion Balls vs. 3 required to kill it gives 0.0009% odds of making it through - less than 1 in 100,000 will survive), so you&#039;re guaranteed a constant and plentiful supply (this is necessary because Avengers are usually damaged by fighting Battleships and as such all of them might still be damaged when a new Battleship appears). It&#039;s probably a good idea to keep a lot of Avengers in the base if you want to keep this up for a while, since a single Avenger will be in repairs for almost a month after destroying a Battleship (remember to transfer the crews to undamaged ones).&lt;br /&gt;
&lt;br /&gt;
I find this to be a valid alternative to waylaying Supply Ships for Elerium (allowing the prompt destruction of the associated bases). By the time you have Avengers and Fusion Ball Defences, money and points are largely irrelevant, though it can still be fun to see five-digit scores at the end of a month.&lt;br /&gt;
: Good trick. It highlights the fact that Retaliation mission logic is dumb and inflexible, which is a design flaw. Also that Battleships are too weak (I made some suggestions on my Talk page for making them tougher )&lt;br /&gt;
: Would you add this to the [[Exploits]] section do you think?  [[User:Spike|Spike]] 20:25, 11 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s a much more minor exploit than most of the ones on that page. Supply Ship piracy is just as exploitative, it&#039;s just better known. Where would it go, anyway? [[User:Magic9mushroom|Magic9mushroom]] 01:53, 12 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==My UFO Masterplan==&lt;br /&gt;
&lt;br /&gt;
Figured I might as well post it. Feel free to criticise.&lt;br /&gt;
&lt;br /&gt;
Initial base goes in Europe (Czechoslovakia). I immediately build a second in the USA (around North Dakota). Layout of the second base (and all later bases) follows:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|dirt|dirt|hangar1|hangar2|lift|=&lt;br /&gt;
|dirt|dirt|dirt|hangar3|hangar4|large_radar|=}}&lt;br /&gt;
(The Living Quarters obviously have to wait for the General Stores to complete.)&lt;br /&gt;
&lt;br /&gt;
Note a few things about this design:&lt;br /&gt;
&lt;br /&gt;
1) The key facilities for an interception base (hangar, radar, general stores) are all available to construct immediately, with no delay.&lt;br /&gt;
&lt;br /&gt;
2) This base design supports perfect base defence - a single choke point between alien spawns and X-Com spawns, and all firefights in indestructible modules - though it may not, at first, appear so. See, the Base Disjoint Bug blocks the Hangar/Large Radar, Large Radar/Access Lift, and Access Lift/General Stores doors, so the only route the aliens can take is through the door between the Hangar and Living Quarters.&lt;br /&gt;
&lt;br /&gt;
3) A design like this has fewer squares left empty than a normal base supporting perfect defence. When fully decked-out, it looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|fusion|fusion|grav|fusion|quarters|workshop|=&lt;br /&gt;
|fusion|fusion|psi|workshop|quarters|workshop|=&lt;br /&gt;
|fusion|workshop|quarters|quarters|stores|stores|=&lt;br /&gt;
|fusion|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|hangar1|hangar2|hangar1|hangar2|lift|=&lt;br /&gt;
|workshop|hangar3|hangar4|hangar3|hangar4|hyperwave|=}}&lt;br /&gt;
Note that only 4 squares are left empty, but there&#039;s still a single choke point. You can&#039;t do that for 2 hangars without using the BDB (a similar design has only 2 squares left empty for a single hangar, but then you risk the aliens overflowing their spawn points).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initial base gets overhauled with a second hangar up top replacing the two at the bottom and living quarters moved out of where it is. I also immediately build Alien Containment and a Large Radar there. Initial Skyranger load is 10 soldiers, one tank, using the weapons you start with (preference for those with autofire). Interceptors are immediately upgraded to twin Avalanche loadouts. Build laser weapons as they&#039;re researched. &lt;br /&gt;
&lt;br /&gt;
I transfer one Interceptor to my US base as soon as the hangars and large radar complete. As soon as I get a significant cash injection I build a third base in SE Asia (central China) with the same starting layout and a third Interceptor. After that cash goes into setting up a two-lab or three-lab research station so I can start crunching through the tech tree. Then three more bases in Africa, South America and Australia.&lt;br /&gt;
&lt;br /&gt;
Final layout of the starting base looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|mind|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|psi|=&lt;br /&gt;
|dirt|dirt|lift|dirt|psi|hyperwave|=&lt;br /&gt;
|quarters|stores|stores|lab|workshop|containment|=&lt;br /&gt;
|quarters|stores|quarters|quarters|lab|lab|=&lt;br /&gt;
|psi|quarters|quarters|psi|psi|psi|=}}&lt;br /&gt;
Since it&#039;s best to use a single research base, and the starting base already has a lab, that&#039;s kinda a no-brainer. Note the six Psi-Labs, placed so that they can be constructed simultaneously once researched - this is to expedite psi-screening, which is usually the limiting factor in how fast you can get to Cydonia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My research order is something along these lines:&lt;br /&gt;
&lt;br /&gt;
Laser Weapons&lt;br /&gt;
&lt;br /&gt;
Laser Pistol&lt;br /&gt;
&lt;br /&gt;
Laser Rifle&lt;br /&gt;
&lt;br /&gt;
Mind Probe&lt;br /&gt;
&lt;br /&gt;
Small Launcher*&lt;br /&gt;
&lt;br /&gt;
Stun Bomb*&lt;br /&gt;
&lt;br /&gt;
(Alien Navigator)&lt;br /&gt;
-&amp;gt;Hyper-Wave Decoder&lt;br /&gt;
&lt;br /&gt;
(Sectoid Leader)&lt;br /&gt;
-&amp;gt;Psionic Laboratory&lt;br /&gt;
&lt;br /&gt;
Alien Alloys&lt;br /&gt;
&lt;br /&gt;
Personal Armour&lt;br /&gt;
&lt;br /&gt;
Medi-Kit&lt;br /&gt;
&lt;br /&gt;
UFO Power Source&lt;br /&gt;
&lt;br /&gt;
Elerium-115&lt;br /&gt;
&lt;br /&gt;
Power Suit&lt;br /&gt;
&lt;br /&gt;
UFO Navigation&lt;br /&gt;
&lt;br /&gt;
Flying Suit&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma Clip&lt;br /&gt;
&lt;br /&gt;
Plasma Cannon&lt;br /&gt;
&lt;br /&gt;
Psi-Amp&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
&lt;br /&gt;
Laser Cannon&lt;br /&gt;
&lt;br /&gt;
UFO Construction&lt;br /&gt;
&lt;br /&gt;
New Fighter Craft&lt;br /&gt;
&lt;br /&gt;
New Fighter/Transporter&lt;br /&gt;
&lt;br /&gt;
Ultimate Craft&lt;br /&gt;
&lt;br /&gt;
Blaster Launcher&lt;br /&gt;
&lt;br /&gt;
Blaster Bomb&lt;br /&gt;
&lt;br /&gt;
Alien Origins&lt;br /&gt;
&lt;br /&gt;
(Alien Leader)&lt;br /&gt;
-&amp;gt;The Martian Solution&lt;br /&gt;
&lt;br /&gt;
(Alien Commander)&lt;br /&gt;
-&amp;gt;Cydonia or Bust&lt;br /&gt;
&lt;br /&gt;
Filling out the rest of the UFOpaedia entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* These are skipped if/when I manage to nab both required aliens with Stun Rods.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
() Obviously aliens can&#039;t be researched until they&#039;re captured, so these may be delayed.&lt;br /&gt;
&lt;br /&gt;
Note the extreme beeline for Hyper-Wave Decoders and Psi-Labs. Hyper Wave Decoders are absolute gold. Psi-Labs have to be gotten as soon as possible thanks to the long lead time from their discovery to actually getting Psi.&lt;br /&gt;
&lt;br /&gt;
==TFTD weapon effectiveness calculations==&lt;br /&gt;
&lt;br /&gt;
I figured some were in order. Uses the [[Alien Stats (TFTD)|Alien Stats]] and [[Damage Modifiers (TFTD)|Damage Modifiers]] tables to calculate average damage of each weapon to each sort of alien after damage modifiers and armour. If/when I manage to finish this and turn it into something readable I&#039;ll stick it up on the wiki proper. You could do this for UFO:EU but the Heavy Plasma&#039;s so obviously dominant that there&#039;s little need. The accuracies given will be for a soldier with 70 Firing Accuracy and no bonuses or penalties; I choose this value &amp;amp;mdash; the maximum rookie value &amp;amp;mdash; rather than the simpler-to-calculate 100 because of the special cases of the Torpedo Launcher, Sonic Cannon and Thermal Shok Launcher - these weapons are most effective in Aimed mode and their 100%+ accuracy in that mode would be wasted for a 100 FA soldier, underselling the weapons.&lt;br /&gt;
&lt;br /&gt;
Note that these &amp;quot;averages&amp;quot; take into account that damage values of &amp;quot;less than 0&amp;quot; after armour aren&#039;t actually any worse than 0 and that damage values greater than an alien&#039;s HP have no additional effect. Hence, a Gauss Rifle&#039;s average damage to a Triscene is 0 (because it cannot penetrate the armour) and a Sonic Cannon&#039;s average damage to an Aquatoid Soldier is 30 (because an Aquatoid Soldier will always be instagibbed by a Sonic Cannon hit, and it only has 30 health). I&#039;m calculating the damage cap per shot; this gives a slight bias in favour of powerful, autofire weapons since they can&#039;t re-aim between shots in a burst, but this is really only a significant issue when dealing with Aquatoids and Gillmen and their land terror units since the Gauss Rifle isn&#039;t realistically likely to drop much else in one burst.&lt;br /&gt;
&lt;br /&gt;
All values assume Superhuman difficulty and a direct hit to the front (front or under armour depending on weapon type). 95% of TU are assumed to be capable of being used per turn (facing considerations). Some values are marked &amp;quot;n/a&amp;quot;. This is because one of three factors render this value useless:&lt;br /&gt;
*This alien is a land-only terror unit, and this weapon cannot be fired on land&lt;br /&gt;
*This weapon is a melee weapon, and you are attempting to use it at range&lt;br /&gt;
*This weapon is a thrown or guided weapon, and you are attempting to use it in close combat (since I&#039;m assuming 100% accuracy for such weapons this will be identical to the &amp;quot;ranged&amp;quot; figures)&lt;br /&gt;
&lt;br /&gt;
I will be assuming fired explosives that miss miss fully, and that thrown explosives and the DPL always hit dead-on, to avoid a bazillion cases. In practice, of course, thrown weapons will not work against enemies at extreme range or enemies that are not on the ground, and may miss (though since they are all explosives, some damage will likely still occur). It is also somewhat dangerous to use explosive weapons in close combat.&lt;br /&gt;
&lt;br /&gt;
This has been mainspaced at [[Weapon Effectiveness (TFTD)]], where I have added 2-hit, 3-hit and 4-hit kill chances.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
====Technical====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - Bio-Drones and Tentaculats have greatly asymmetric armour distributions, understating the effect of non-HE weapons against them when their front armour is considered (the Dart Gun can damage Bio-Drones from behind, and the Jet Harpoon can damage Tentaculats from behind, for instance). There&#039;s some effect on the Triscene as well. Otherwise, most aliens have similar armour (within 6 points) on front, side and rear. I&#039;ll probably do a second lot of calcs for those two terrorists hit from behind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - I haven&#039;t done the exact calculations for average damage and 1-hit kill chance for large units hit by powerful area-effect weapons yet. This is because the four rolls stop being independent when a kill is possible (whether roll #1 rolls 45 or 46 may or may not matter depending on whether the other three add up to 45 already being a kill). I plan to do them before I put this on the main wiki.&lt;br /&gt;
&lt;br /&gt;
*Yes, I&#039;m aware that firing, reloading, and refiring a Torpedo Launcher requires over 95% of TU. The reason I said you could fire the Torpedo Launcher twice in close combat is because, when accuracy is no concern, you can dual-wield them (hardly more insane than firing Torpedo Launchers at point-blank in the first place).&lt;br /&gt;
&lt;br /&gt;
====Analysis of data====&lt;br /&gt;
&lt;br /&gt;
*I was already a fan of the GC-HE, but this has impressed me even more. It achieves damage way out of line with its supposed power. It does this because a) almost every TFTD alien has a giant weak spot in their Under Armour, b) HE gets a better set of damage modifiers than Gauss or even AP. It actually outdamages the Gauss Rifle against Lobster Men, Tasoths, Calcinites, Hallucinoids, Xarquid, Triscenes and (from the front) Tentaculats - and that impressive list is &#039;&#039;&#039;after&#039;&#039;&#039; accounting for the Gauss Rifle firing thrice as fast.&lt;br /&gt;
&lt;br /&gt;
*A large part of the reason I did this was to settle the old Gauss Rifle vs. Sonic Pistol argument. So, with these numbers, I can say that the Gauss Rifle is better against Aquatoids, Gillmen, and Deep Ones, and worse vs. everything else (except Triscenes, which are immune to both weapons). So the Gauss Rifle will certainly help you in the first month (when, not-so-coincidentally, those three aliens are the only aliens you&#039;ll encounter), but if you can handle that first month [[Skipping Gauss Weapons]] starts looking like a pretty decent idea.&lt;br /&gt;
&lt;br /&gt;
*You&#039;ll note that the Sonic weapons cluster pretty close to each other at range against basically everything. What this means is that they&#039;re pretty well balanced against each other in terms of damage-per-unit-time; which ones to hand out depends more on other factors (the Sonic Pistol&#039;s finer granulation allowing scouts to shoot more, one-handed grip, and better point-blank firepower vs. the Sonic Cannon&#039;s ongoing recoverable ammo, less off-target damage reducing friendly fire, and increased 1-hit kill rate reducing reaction fire, with the Blasta Rifle somewhere in-between).&lt;br /&gt;
&lt;br /&gt;
*The Heavy Gauss is better than the Gauss Rifle against precisely two enemies (Lobster Men and Xarquid) and tied with it against one (Triscenes, which are immune to both). Given that the GC-HE easily outclasses both against those three enemies, I think we can call the Heavy Gauss useless.&lt;br /&gt;
&lt;br /&gt;
*Yes, throwing three pre-armed Sonic Pulsers at something in the same turn is going to kill it very, very dead. But 1) that&#039;s several turns of preparation, and the &amp;quot;carried grenades don&#039;t explode&amp;quot; behaviour that allows that preparation to be done at mission start is widely considered an exploit; 2) you don&#039;t have nearly enough Zrbite or item limit to make this a routine tactic.&lt;br /&gt;
&lt;br /&gt;
*As far as drills go, the Heavy Thermic Lance is the best against Calcinites, Hallucinoids, Triscenes and the front armour of Tentaculats, the Thermic Lance is the best against Xarquid, and the Vibro Blade is best against everything else. Most aliens have enough armour that the HTL &amp;quot;should&amp;quot; do the most damage, but the Vibro Blade has better granularity so it doesn&#039;t waste as much damage on overkill. The Thermic Lance is usually in-between the Vibro Blade and HTL (one way or the other) rather than being the worst as might naïvely be expected.&lt;br /&gt;
&lt;br /&gt;
==Firing Accuracy breakpoints==&lt;br /&gt;
&lt;br /&gt;
Most of the time, Firing Accuracy is just something you generically want more of. But 100% accuracy gives a guarantee, which is particularly important in some situations (and obviously, more accuracy ceases to improve that mode of that weapon after that). I&#039;m just going to write down all the breakpoints in Firing Accuracy where a particular weapon in a particular firing mode becomes 100%.&lt;br /&gt;
&lt;br /&gt;
Remember that the starting range for Firing Accuracy is 40-70 and the cap range is 120-125.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|+UFO&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|76||Rocket Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|87||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle&amp;lt;br/&amp;gt;Rocket Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Heavy Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|102||Plasma Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|103||Plasma Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|104||Heavy Laser||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|107||Auto-Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Pistol&amp;lt;br/&amp;gt;Heavy Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Heavy Plasma||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|117||Plasma Rifle||Snap, standing&lt;br /&gt;
|-&lt;br /&gt;
|118||Plasma Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|120||Heavy Laser||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|122||Auto-Cannon||Aimed, standing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left:10px&amp;quot;&lt;br /&gt;
|+TFTD&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|73||Thermal Shok Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|76||Sonic Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|84||Thermal Shok Launcher||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|87||Gauss Rifle&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Gauss Rifle||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|103||Sonic Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|109||Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Sonic-Blasta Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|118||Sonic Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|125||Gauss Pistol&amp;lt;br/&amp;gt;Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Thermal Shok Launcher&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Snap, kneeling&amp;lt;br/&amp;gt;Snap, standing&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==UFO optimal firing modes==&lt;br /&gt;
&lt;br /&gt;
This is a list of the optimal firing modes for every weapon in UFO, where optimal is defined as &amp;quot;most shots on-target (per 100% Firing Accuracy) achievable with 78/80 TU&amp;quot;. There&#039;s little point doing one for TFTD, as mixtures of modes are never optimal under that definition (and only in one case with all 80 TU - the Sonic-Blasta Rifle).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon!!Combination!!Shots on-target!!TU!!Turns sustainable (+ Rounds left over)&lt;br /&gt;
|-&lt;br /&gt;
|Pistol||5 Snap||3.00||70||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rifle||2 Auto + 1 Snap||2.70||76||2 (+6)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cannon||3 Snap||1.80||78||2&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Cannon||2 Auto||1.92||64||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher||1 Aimed||1.15||60||1&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol||3 Auto + 1 Snap||2.92||76||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle||2 Auto + 1 Snap||3.41||74||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser||3 Snap||1.50||78||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol||3 Auto||4.50||72||2 (+8)&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle||1 Auto + 2 Snap||3.37||76||5 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma||2 Auto||3.00||56||5 (+5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;||1 Auto + 2 Snap||3.00||76||7&lt;br /&gt;
|-&lt;br /&gt;
|Small Launcher||1 Aimed||1.10||60||1&lt;br /&gt;
|-&lt;br /&gt;
|2 Small Launchers||Snap + Drop + Pick Up + Snap||1.30||74||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Didn&#039;t quite make it===&lt;br /&gt;
*79 TU: Small Launcher Snap+Reload+Snap (1.30)&lt;br /&gt;
*80 TU: Pistol 4 Snap+1 Aimed (3.18), Laser Pistol 4 Auto (3.36), Plasma Rifle 2 Auto+1 Snap (4.16), Heavy Plasma 2 Auto+1 Snap (3.75)&lt;br /&gt;
*Impossible with 80 max TU, but possible with 81 max TU: Laser Rifle 3 Auto (4.14)&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*I started this when I realised the Plasma Pistol would probably get the highest. Still inferior to the other plasma weapons due to damage.&lt;br /&gt;
*Note how the Laser Rifle significantly exceeds all other non-alien weapons. That&#039;s at least as important as the damage to its legendary utility.&lt;br /&gt;
&lt;br /&gt;
==On Interception in UFO (and to some extent TFTD)==&lt;br /&gt;
I&#039;ve seen a lot of talk about the correct craft weapons to use in UFO and TFTD, and while at least for UFO I agree with the &#039;&#039;conclusion&#039;&#039; that a lot of people reach (Avalanches only until Plasma Beams, then Plasma Beams only), I think the &#039;&#039;reasoning&#039;&#039; usually given is flawed, and that the conclusion doesn&#039;t apply to TFTD. I usually see people immediately talking about the range issues on specific UFOs (particularly the Large Scout/Cruiser); really, this isn&#039;t the right way to think about it. The real questions worth asking are these:&lt;br /&gt;
*What UFOs do I &#039;&#039;want&#039;&#039; to use craft weapons against?&lt;br /&gt;
*What weapons do I want to use against &#039;&#039;those&#039;&#039; UFOs?&lt;br /&gt;
See, the elephant in the room when talking about interception is that the majority of UFOs land, and there&#039;s little point wasting missiles on a craft that will land (not to mention the lost Elerium), &#039;&#039;&#039;unless&#039;&#039;&#039; it&#039;s part of a flotilla and therefore you wouldn&#039;t be able to get to them in time to perform a UFO Ground Assault. So, which UFOs don&#039;t land (recoverably), and what are the likely flotillas?&lt;br /&gt;
*Small Scouts never land unless they&#039;re on an Alien Base mission.&lt;br /&gt;
*Alien Abduction: there&#039;s a flotilla of two Abductors at the very end.&lt;br /&gt;
*Alien Infiltration: there&#039;s a flotilla of one Large Scout, one Terror Ship, one Supply Ship, and two Battleships at the end. Moreover, as the completion of this mission has effects beyond score (that is, you lose a funding country), you probably want to delay these as much as possible.&lt;br /&gt;
*Alien Base: there&#039;s a flotilla of one Large Scout, two Supply Ships and a Battleship at the end.&lt;br /&gt;
*Alien Terror: the first Terror Ship doesn&#039;t land. The second Terror Ship does, but as a Terror Site, which means you can&#039;t recover the UFO.&lt;br /&gt;
*Alien Retaliation: Nothing lands, except the base-attack Battleship, and that&#039;s a Base Defence so you can&#039;t recover it.&lt;br /&gt;
The flotillas don&#039;t show up very often, and certainly don&#039;t show up early (there&#039;s only one non-Terror alien mission per month, and the first one is hardcoded to be Sectoid Alien Research in the area of your first base; additionally, Abduction and Infiltration are very long missions that usually run over into the next month, or even the month after that if it&#039;s Infiltration and you&#039;re systematically crashing every UFO). The bread and butter of UFO interception is Small Scouts and Terror Ships on Alien Terror, plus the occasional Retaliation and Infiltration.&lt;br /&gt;
*You want to use the Avalanche on Small Scouts. Some people say you should use the Stingray (or even the Cannon) to have a chance of crashing them rather than destroying them; I&#039;m guessing the majority of these people haven&#039;t actually tried it. The Small Scout has a flee time of &#039;&#039;&#039;200&#039;&#039;&#039;, which is a mere 80-280 frames on Superhuman. 60% of the time you won&#039;t close to Stingray range before it runs, another 20% or so (total ~80%) it will run while the missile&#039;s in flight, and then more than half the time you actually hit the Stingray destroys it anyway. Your choices, really, are blowing them to bits with Avalanches or doing nothing, and blowing them to bits gets you 100 points (which is more than you get from shootdown + crash recovery, too, since there&#039;s a grand total of one alien and the UFO only contains 1 Alien Alloy). Advanced craft &#039;&#039;can&#039;&#039; bring the Small Scout down with Cannons, but by that point you&#039;re not hurting for money and there&#039;s a significant opportunity cost. The only time you should actually faff around with cannons on an Avenger is if you haven&#039;t managed to get a Sectoid Leader and it&#039;s rolling around to July (when Ethereals start to show up); the chance to get an Ethereal capture is the only thing from a Small Scout recovery that&#039;s remotely worth the effort to get one.&lt;br /&gt;
*You want to use dual Avalanches on Terror Ships. This is pretty self-explanatory; using anything else (before Plasma Beams) will get your Interceptors blown out of the sky. Speaking of Plasma Beams, this is the only truly-compelling reason to get them, since you need two Interceptors with Avalanches and that can be tricky (the only other reason to get Plasma Beams before advanced craft is to shoot down Supply Ships, but there aren&#039;t a lot of those and they always land). Indeed, Plasma Beams do have a downside in that they risk destroying Medium and Large Scouts (which, unlike in the case of Small Scouts, really &#039;&#039;is&#039;&#039; a waste).&lt;br /&gt;
*Anything will work against the Medium and Large Scouts on Retaliation missions. You can&#039;t really do anything about the Battleships until you get advanced craft.&lt;br /&gt;
The other argument I often see for Avalanches, the one about outranging Large Scouts, is a load of horseshit. A Large Scout is only going to get a couple of shots off against an Interceptor with Stingrays. That&#039;s not enough to destroy it, or even to send it to repairs for more than a day or two. Who cares?&lt;br /&gt;
&lt;br /&gt;
And the thing to note about those two arguments for Avalanche missiles in UFO is that neither of them apply to D.U.P. Head torpedoes in TFTD. The TFTD Battleship matches the D.U.P. Head&#039;s range, removing it from the list of useful interceptions. And Survey Ships are both more lucrative and easier to crash than the UFO Small Scout, as they cannot run from a Barracuda and Ajaxes have a much lower likelihood to one-hit kill. So I think Ajaxes might actually be the best initial loadout in TFTD; sure, you&#039;ll get shot by Cruisers, but not enough to matter. The Sonic Oscillator is also not quite as big a deal in TFTD, as once April rolls around the aliens will mostly be doing scripted terror sites (shipping lane and artefact) which don&#039;t have a Battleship to shoot down; the ability to shoot down Large subs is still helpful, though.&lt;br /&gt;
&lt;br /&gt;
Just something to consider.&lt;br /&gt;
&lt;br /&gt;
==Kill tables through armour (UFO/TFTD)==&lt;br /&gt;
&lt;br /&gt;
I&#039;m just going to post some tables indicating the cost (including materials) of a soldier in various armour getting killed and the likelihood that it happens with various weapons. I&#039;m assuming front armour for ballistic weapons, under armour for direct-hit explosives and side armour for edges of blast patterns, and assuming a 35-health soldier (slightly above rookie average; one or two combats would push the average up to here). I will count dying at the end of turn from fatal wounds as a kill, since there is no possibility of a Medi-Kit being applied during the alien turn.&lt;br /&gt;
&lt;br /&gt;
===UFO===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Plasma Pistol!!Plasma Rifle!!Heavy Plasma!!Alien Grenade&amp;lt;br&amp;gt;direct hit!!Alien Grenade&amp;lt;br&amp;gt;blast rim!!Blaster Bomb&amp;lt;br&amp;gt;direct hit!!Blaster Bomb&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||57.1%||72.0%||80.5%||100%||16.1%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Personal Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||48.4%||64.1%||80.2%||0%||100%||69.2%&lt;br /&gt;
|-&lt;br /&gt;
!Power Suit&lt;br /&gt;
|$139,500 + 1000h||0%||17.4%||42.4%||47.2%||immune||100%||25.3%&lt;br /&gt;
|-&lt;br /&gt;
!Flying Suit&lt;br /&gt;
|$210,500 + 1400h||immune||11.2%||38.1%||36.3%||immune||98.5%||14.3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===TFTD===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Sonic Pistol!!Sonic-Blasta&amp;lt;br&amp;gt;Rifle!!Sonic Cannon!!Sonic Pulser&amp;lt;br&amp;gt;direct hit!!Sonic Pulser&amp;lt;br&amp;gt;blast rim!!Disruptor Pulse&amp;lt;br&amp;gt;direct hit!!Disruptor Pulse&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||93.8%||100%||100%||100%||78.7%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Plastic Aqua Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||40.6%||70.2%||89.3%||9.3%||100%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!Ion Armour&lt;br /&gt;
|$139,500 + 1000h||immune||immune||9.2%||58.4%||0%||97.5%||21.8%&lt;br /&gt;
|-&lt;br /&gt;
!Magnetic Ion Armour&lt;br /&gt;
|$210,500 + 1400h||immune||immune||0.8%||47.9%||immune||91.5%||9.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
*UFO: Personal Armour is not worth building. Power/Flying Suits are rather dubious, and poor against Heavy Plasma in particular. The Flying Suit&#039;s definitely worth building for your snipers, has obvious massive advantages against Chryssalids, and is worth it for psi-screened troops (who effectively cost ~$320,000 to replace instead of $40,000 due to dropout rates and the need to pay wages for two months), but in other circumstances doesn&#039;t really measure up.&lt;br /&gt;
*TFTD: Plastic Aqua Armour is of varying effectiveness depending on what the aliens are packing; it&#039;s great against Sonic Pistols and pretty good against Sonic-Blasta Rifles, but poor against Sonic Cannons and only somewhat effective against Sonic Pulsers (cuts down the number of kills, but a direct hit is still nearly-always fatal). Ion and Magnetic Ion Armours are simply fantastic, turning 100%-kill shots into 0%. In Magnetic Ion Armour, you only really have to worry about direct hits from Sonic Pulsers and DPLs - and since you can fly, it&#039;s a mite hard to hit you with the former. Armour in TFTD is far, far more effective than in UFO, thanks to the narrower damage ranges and its significant damage resistances, and issuing top-of-the-line armour to all troops is a high priority. Indeed, armour levels the field against non-DPL Lobster Men; your guns don&#039;t work on them, but theirs don&#039;t work on you either, allowing you to close to mêlée range.&lt;br /&gt;
&lt;br /&gt;
==List of organisations in Apocalypse by importance==&lt;br /&gt;
This is a list of the various organisations in X-Com: Apocalypse. I&#039;ve sorted them into categories by how important their services are (and therefore how hard you should try to avoid making them hostile), as well as the timeframe in which they&#039;re important. Order within the categories is simply the game ordering; they&#039;re not ranked.&lt;br /&gt;
&lt;br /&gt;
===Crucial===&lt;br /&gt;
Getting one of these organisations infiltrated or irrecoverably hostile makes the game extremely difficult.&lt;br /&gt;
*&#039;&#039;&#039;Government&#039;&#039;&#039; - Okay, this is kind of the obvious one. If you render the Government hostile and don&#039;t fix it by the end of the week, your funding goes away and that&#039;s terrible. However, this is incredibly unlikely to happen unless you actively raid or bomb government buildings, as the Government not only starts out friendly to you, but also hates the aliens (improving your relations every time you kill aliens) and is strongly resistant to infiltration.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you research Cloaking Fields. The revenue from selling those is so enormous that the government funding becomes redundant. You can live without their funding quite a while earlier, but you&#039;ll probably lose air superiority for a while due to how incredibly cash-hungry the air game is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megapol&#039;&#039;&#039; - Slightly less obvious than the Government, there are three main reasons you don&#039;t want to make an enemy of Megapol:&lt;br /&gt;
**First, and least important, Megapol is very aggressive and will perform both raids and air attacks on a regular basis. However, the raids, while second only to Osiron in strength, still aren&#039;t enough to get past Security Stations, and the air attacks are performed by Police Hovercars - which don&#039;t have any weapons capable of damaging most buildings.&lt;br /&gt;
**Second, Megapol Police Cars patrol the city (unless Megapol&#039;s balance is negative) and they will scramble Police Hovercars to attack any illegal flyers (which includes your aircraft, if Megapol hates you). This is a distraction you do not need when fighting UFOs. Bankrupting Megapol can allow you to avoid this (the only effect of bankruptcy that I know of), but is rather difficult due to Megapol&#039;s enormous budget.&lt;br /&gt;
**Third, and the reason Megapol&#039;s in &amp;quot;Crucial&amp;quot;: Megapol manufactures nearly all the good tactical equipment. Lawpistols and Plasma Guns are the best of the bought equipment, the Auto-Cannon is pretty decent, and Stun Grapples and Stun Grenades are the only way to stun aliens unless you go into psionics. Megapol Armour is also the cheapest in the game, and generally more effective than Marsec Armour at least as far as protection goes (exception for explosives, but most alien explosives are so powerful that you&#039;re still dead anyway). They also make a few bits of aircraft equipment, but those aren&#039;t particularly necessary.&lt;br /&gt;
&lt;br /&gt;
:On the plus side, like the Government, it&#039;s rather difficult to piss off Megapol... unless they get infiltrated. Don&#039;t let them get infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Once you have access to the Devastator Cannon and/or Toxigun, plus Disruptor Armour, Megapol becomes much less useful. Stun Grenades are still nice, but not absolutely necessary. The Police Hovercar issue becomes mostly irrelevant once you have 3+ shielded Retaliators in the sky, as at that point the air game is basically over. Still moderately annoying, but no longer crucial.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marsec&#039;&#039;&#039; - Marsec is the only source of armed vehicles (General Metro makes the Blazer Turbo Bike, but it&#039;s unarmed). As such, if Marsec is hostile you cannot replenish craft losses or expand your fleet and will swiftly lose the air war. Hostile Marsec is possibly even worse than hostile Megapol or Government, and it can happen much more easily as well (as they don&#039;t inherently like you or hate the aliens).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have the UFO prereqs for the Explorer (Transporter and Destroyer). The Explorer is enough to shoot down UFOs, and the Bio-Trans can transport troops. Note that I said the prereqs, not actually having the Explorer deployed. You can afford to be knocked out of the air war for a week or two, as long as you have the means to get back into it eventually.&lt;br /&gt;
&lt;br /&gt;
===Important===&lt;br /&gt;
You can live without these, but it will hurt.&lt;br /&gt;
*&#039;&#039;&#039;Transtellar&#039;&#039;&#039;  - Provides transport services for agents, technical personnel and goods. The only reason this isn&#039;t in &amp;quot;Crucial&amp;quot; is because new hires can use the People Tubes (and ultratime prevents them from getting stuck), and because you can do an end run around Transtellar for sellable equipment via selling at one base and buying at another. Still, if Transtellar&#039;s hostile you won&#039;t be able to move already-hired scientists and engineers from one base to another, nor unresearched alien artifacts; you&#039;ll have to be very careful about where you drop mission loot and which base you hire at.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, you&#039;re probably going to have to learn to live without Transtellar, since they start friendly to the aliens (and own a huge amount of very fragile infrastructure) and will as such nearly always go hostile on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;S.E.L.F.&#039;&#039;&#039; - Provides androids. Androids have much higher Health than untrained humans (which substantially reduces the chance of critical wounds), and can&#039;t be brainsucked or mind-controlled. You don&#039;t absolutely need them, though.&lt;br /&gt;
&lt;br /&gt;
:Note that S.E.L.F. doesn&#039;t just need to be non-hostile, but on the positive side of neutral for you to be able to recruit androids. On the plus side, they (logically enough) cannot be infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Disruptor Shields reduce your casualty rate to very low levels. This means humans will survive to surpass androids. The immunity to subversion is still quite useful, though.&lt;br /&gt;
&lt;br /&gt;
===Useful===&lt;br /&gt;
These organisations do provide services to X-Com, but they can be played around without much difficulty.&lt;br /&gt;
*&#039;&#039;&#039;Superdynamics&#039;&#039;&#039; - Provides aircraft engines, fuel, and the Cargo Module. They&#039;re only &amp;quot;Useful&amp;quot;, rather than &amp;quot;Important&amp;quot;, because all aircraft come with pre-installed engines and you start with enough fuel to last the entire game. You do lose out on the SD Special, though, which means that any further Hawks you buy won&#039;t be at their best in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you unlock the Explorer, since that has a built-in engine. The Bio-Trans has free Cargo Modules, too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;General Metro&#039;&#039;&#039; - Provides road engines (which aren&#039;t much use) and the Passenger Module (which is quite useful, albeit only in small quantities).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have enough Passenger Modules for your Bio-Trans. You shouldn&#039;t ever lose it unless things have gone really sideways, so there&#039;s no need for more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solmine&#039;&#039;&#039; - Sells only one item, Elerium. Elerium fuels the Lineage Plasma Cannon, which is the best craft weapon before Medium Disruptors. However, Elerium is commonly found as loot from raids, so you can work around a hostile Solmine quite easily (missile launchers are also quite decent alternatives).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you get Retaliators (which can mount Medium Disruptors in all three slots) or anytime prior as long as you&#039;re willing to go on frequent raids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanotech&#039;&#039;&#039; - Nanotech&#039;s on the cusp of being &amp;quot;Important&amp;quot;, because the Medi-Kit they sell is actually rather good. However, critical wounds aren&#039;t all that common in Apocalypse, it&#039;s fairly rare to actually lose a Medi-Kit, and a wounded soldier can be saved by evacuating them, so you can make do without them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutant Alliance&#039;&#039;&#039; - The Mutant Alliance provides Sectoid hybrids for recruitment. Hybrids are the only agents that can use psionics effectively, and even make better soldiers than humans after enough training (as they have the same physical stat caps, but can also become nearly immune to psionics). The problems are that psionics just aren&#039;t very good against aliens and that hybrids take a huge amount of training to reach their potential.&lt;br /&gt;
&lt;br /&gt;
:Like S.E.L.F., the Mutant Alliance needs to actually like you, rather than just not be hostile, to provide their services.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never. The second Alien Dimension mission, however, will switch the Mutant Alliance to Allied, so if that&#039;s imminent you probably don&#039;t want to bother paying them off.&lt;br /&gt;
&lt;br /&gt;
===Irrelevant===&lt;br /&gt;
These organisations either don&#039;t provide anything, or provide only things that are largely irrelevant. Hostilities with these only have the usual consequence of occasional base raids (and air attacks, if they&#039;re a gang or have been infiltrated). Some of them are allied to more important organisations, though, so you might want to avoid gratuitous damage to those.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cult of Sirius&#039;&#039;&#039; - Useless. Also moot, since unless the Aliens accidentally level their temple with an Overspawn they&#039;ll always be hostile.&lt;br /&gt;
*&#039;&#039;&#039;Cyberweb&#039;&#039;&#039; - Weapons Control systems don&#039;t let you lead targets, so they&#039;re useless. The Missile Evasion Matrix doesn&#039;t seem to work. Allied with S.E.L.F., though.&lt;br /&gt;
*&#039;&#039;&#039;Sensovision&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Lifetree&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Nutrivend&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Evonet&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary Clinic&#039;&#039;&#039; - Useless. Allied with Nanotech, though.&lt;br /&gt;
*&#039;&#039;&#039;Energen&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Synthemesh&#039;&#039;&#039; - Useless. They appear to repair your buildings even if hostile.&lt;br /&gt;
*&#039;&#039;&#039;Gravball League&#039;&#039;&#039; - Useless. There&#039;s a rumour that they increase the number of humans for hire, but I think that&#039;s an urban legend.&lt;br /&gt;
*&#039;&#039;&#039;Psyke&#039;&#039;&#039; - Produces Psiclone. However, you never need to buy Psiclone, only sell it, and you can do that even when the manufacturer&#039;s hostile.&lt;br /&gt;
*&#039;&#039;&#039;Diablo&#039;&#039;&#039; - Produces the Incendiary Grenade, but the Auto-Cannon and Minilauncher are better at that anyway. Does perform frequent and large raids, but with Security Stations that&#039;s just more free money.&lt;br /&gt;
*&#039;&#039;&#039;Osiron&#039;&#039;&#039; - Useless. They launch huge raids, but that&#039;s about it.&lt;br /&gt;
*&#039;&#039;&#039;Extropians&#039;&#039;&#039; - Useless. Allied with Marsec and Solmine, though.&lt;br /&gt;
*&#039;&#039;&#039;Technocrats&#039;&#039;&#039; - Useless.&lt;br /&gt;
&lt;br /&gt;
==Calcinite appearance chance==&lt;br /&gt;
You might wonder why I&#039;m making a table listing the chance of a Calcinite appearing in TFTD. Well, there are a few aliens that are important to encounter in TFTD - here&#039;s a list of why they&#039;re important and where you can guarantee encountering them:&lt;br /&gt;
&lt;br /&gt;
*Deep One corpse for Aqua Plastics and live capture for Ion Armour (guaranteed at first Terror Site, since it&#039;s always Gill Men)&lt;br /&gt;
*Lobster Man Commander live capture for T&#039;Leth, the Alien&#039;s City (guaranteed in Alien Colonies)&lt;br /&gt;
*Tasoth live capture for M.C. Disruptor (guaranteed in Alien Colonies)&lt;br /&gt;
*Gill Man corpse for Thermic Lance (guaranteed at first Terror Site)&lt;br /&gt;
*Calcinite corpse for Vibroblade (guaranteed... &#039;&#039;&#039;nowhere&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
That&#039;s right, Calcinites are the one important alien that isn&#039;t guaranteed to show up. What&#039;s worse, they&#039;re &#039;&#039;rare&#039;&#039;. Calcinites only appear on Aquatoid and Mixed Crew missions above water (i.e. Port/Island/Ship terror attacks and Base Defences). On my playthrough of TFTD on Superhuman, the damned things never appeared once in the entire game, until eventually I gave in, abandoned my &amp;quot;no psi&amp;quot; rule and used M.C. Disruptors to hit a colony and win. So, here&#039;s a table of how likely the terror mission for the month is to have Calcinites (this doesn&#039;t take into account retaliation, &#039;tis true, but early on an Aquatoid Base Defence is insanely hard and later on it can be difficult to provoke one). There&#039;s also a cumulative chance that, by the end of the month, you will have encountered Calcinites at some point. I&#039;ll only go up to May 2041, because things get complicated to calculate after that (there&#039;s a possibility that the aliens will run out of Artefact Sites).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month!!Chance!!Cumulative Chance&lt;br /&gt;
|-&lt;br /&gt;
!January 2040&lt;br /&gt;
|0%||0%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|20%||20%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|20%||36%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|26%||52.6%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|26%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!June&lt;br /&gt;
|13%||69.5%&lt;br /&gt;
|-&lt;br /&gt;
!July&lt;br /&gt;
|15%||74.1%&lt;br /&gt;
|-&lt;br /&gt;
!August&lt;br /&gt;
|15%||78.0%&lt;br /&gt;
|-&lt;br /&gt;
!September&lt;br /&gt;
|15%||81.3%&lt;br /&gt;
|-&lt;br /&gt;
!October&lt;br /&gt;
|19%||84.8%&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|19%||87.7%&lt;br /&gt;
|-&lt;br /&gt;
!December&lt;br /&gt;
|19%||90.0%&lt;br /&gt;
|-&lt;br /&gt;
!January 2041&lt;br /&gt;
|19%||91.9%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|19%||93.5%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|19%||94.7%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|19%||95.7%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|19%||96.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That&#039;s right: while you&#039;ve got an even chance to get drills by May, there&#039;s a one-in-five chance of no drills by September (when alien loadouts finalise, and DPL Lobster Men become way too common) and a one-in-ten chance of having to wait for the new year. RNG, ho!&lt;br /&gt;
&lt;br /&gt;
==Accuracy in Apocalypse==&lt;br /&gt;
&lt;br /&gt;
You may have been rather perplexed by the total lack of hard numbers on accuracy in Apoc. Unlike other games, there&#039;s just a highly-inexact accuracy bar. Well, fear not. I&#039;m going to explain what&#039;s going on, as best I&#039;ve been able to figure out (from [https://pastebin.com/PuSSyziU this] code dig - a big thankyou to Skin36 and OpenApoc - and from my own substantial in-game testing).&lt;br /&gt;
&lt;br /&gt;
===Accuracy formula===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the accuracy formula that Apocalypse uses. There are quite a few terms, so buckle up.&lt;br /&gt;
&lt;br /&gt;
*Agent inaccuracy term&lt;br /&gt;
**Start with the agent&#039;s inaccuracy (the value in the data files, 100-displayed accuracy).&lt;br /&gt;
**Multiply by 1.4 if both the agent&#039;s hands are full and &#039;&#039;either&#039;&#039; of the wielded items is over 2x2.&lt;br /&gt;
**Movement modes (in real-time; I haven&#039;t exhaustively tested TB, but I know it&#039;s different):&lt;br /&gt;
***If running, crawling, or run-flying, you cannot fire, so it doesn&#039;t matter what your accuracy is.&lt;br /&gt;
***If walking, multiply by 1.25.&lt;br /&gt;
***If standing, multiply by 0.8.&lt;br /&gt;
***If kneeling, multiply by 0.64 (0.8*0.8).&lt;br /&gt;
***If prone, multiply by 0.48 (0.6*0.8).&lt;br /&gt;
***If walk-flying, multiply by 1.4375 (1.25*1.15).&lt;br /&gt;
***If stand-flying, kneel-flying or prone-flying, multiply by 0.92 (0.8*1.15).&lt;br /&gt;
***If crawl-flying, multiply by... I&#039;m not even sure. I know it&#039;s lower (better) than walking, but higher (worse) than stand-flying. My guess based on the numbers in that dump is either 1.15 (1*1.15, or 1.25*0.8*1.15) or 1.0925 (0.95*1.15), but in-game testing doesn&#039;t have the precision to tell them apart.&lt;br /&gt;
**Shooting modes:&lt;br /&gt;
***If aimed, multiply by 0.5.&lt;br /&gt;
***If snap, multiply by 1.&lt;br /&gt;
***If auto, multiply by 2.&lt;br /&gt;
*Weapon inaccuracy term&lt;br /&gt;
**Weapon&#039;s inaccuracy (100-displayed accuracy) divided by 2.&lt;br /&gt;
*Lost health term&lt;br /&gt;
**100*(lost health/current health). Note that this gets absurdly large if your agent is on very low health.&lt;br /&gt;
*Critical wound term&lt;br /&gt;
**For X-COM Agents and most enemies, this is 150 if the arm with the weapon is wounded and 0 otherwise. (I don&#039;t think a bodypart can have multiple wounds.)&lt;br /&gt;
**Some aliens don&#039;t have separate bodyparts; for those, this is 100*wounds.&lt;br /&gt;
*Berserk term&lt;br /&gt;
**This is 200 if berserk and 0 otherwise.&lt;br /&gt;
*Cloaking term&lt;br /&gt;
**If the target is cloaked (has a Personal Cloaking Field in hand), this is 2000/(distance + 3). Otherwise, it&#039;s 0.&lt;br /&gt;
*Summation of terms&lt;br /&gt;
**Add up (agent inaccuracy)^2 + (weapon inaccuracy)^2 + (health term)^2 + (wound term)^2 + (berserk term)^2 + (cloaking term)^2.&lt;br /&gt;
**Take the square root, and round down. This is the final inaccuracy rating of the shot.&lt;br /&gt;
**98+ inaccuracy corresponds to a completely-empty &amp;quot;accuracy bar&amp;quot;; a hypothetical 0 inaccuracy would correspond to a completely-full &amp;quot;accuracy bar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===So a shot with 40 inaccuracy is 60% accurate?===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
There is no hit/miss test in Apocalypse. The inaccuracy rating is converted &#039;&#039;directly&#039;&#039; into the shot spread - a higher inaccuracy rating means a bigger spread. The actual chance to hit is determined by how much of that spread ends up hitting the target - this is going to vary dramatically depending on the target&#039;s cross-section, the distance to the target, and the presence or absence of cover obscuring parts of the target.&lt;br /&gt;
&lt;br /&gt;
(The high complexity of figuring this out, even neglecting cover, is presumably why Apocalypse is so cagey about giving you numbers.)&lt;br /&gt;
&lt;br /&gt;
I am not sure of the precise details of how the spread is generated, but I &#039;&#039;think&#039;&#039; that, for large inaccuracies and small targets, halving the inaccuracy should give you 4x the hit rate (as the spread will be half as wide and contain 1/4 the area). This doesn&#039;t hold if you&#039;re already hitting most of the time, however - obviously, your actual chance to hit can&#039;t go above 100%.&lt;br /&gt;
&lt;br /&gt;
===Consequences of this===&lt;br /&gt;
There are a few results here that bear mentioning.&lt;br /&gt;
*All the modifiers from movement, dual-wielding and shot mode &#039;&#039;only affect the agent inaccuracy term&#039;&#039;. This means that if the agent inaccuracy term is negligible (i.e., your agent has very high Accuracy), these become much less important. Let&#039;s do a worked example, with an Accuracy 20 and Accuracy 90 soldier both firing a Megapol Auto Cannon (accuracy 40), and assuming no special circumstances (full health, no cloaking or berserk).&lt;br /&gt;
**If the Accuracy 20 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((80*0.48*0.5)^2 + 30^2) = 35.&lt;br /&gt;
**If the Accuracy 20 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((80*1.4*1.25*2)^2 + 30^2) = 281.&lt;br /&gt;
**If the Accuracy 90 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((10*0.48*0.5)^2 + 30^2) = 30.&lt;br /&gt;
**If the Accuracy 90 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((10*1.4*1.25*2)^2 + 30^2) = 46.&lt;br /&gt;
:The Accuracy 20 soldier is going to be shooting all over the place if he doesn&#039;t pay attention to these modifiers, so much so that firing 8x as fast will still result in less hits. The Accuracy 90 soldier might hit half as often (at long range), but that&#039;s still 4x as many hits, and he gets more mobility to boot. This is a very nice emergent effect from the formula - well-trained soldiers can pull off cool stunts that rookies can&#039;t.&lt;br /&gt;
*In real-time mode, you should pretty much always dual-wield unless you can&#039;t afford (or can&#039;t get) the extra gun. Dual-wielding two-handed weapons in aimed mode ultimately gives a 0.7x modifier to agent inaccuracy (1.4*0.5), but single-wielding in snap mode - at the same rate of fire - gives a 1x modifier (i.e. strictly worse). Likewise, dual-wielding two-handed weapons in snap mode gives a 1.4x modifier, but single-wielding in auto mode gives 2x. However, because you get the two-handed penalty if &#039;&#039;either&#039;&#039; of your weapons is two-handed, you should generally give agents either two two-handed weapons or two one-handed weapons (not one of each).&lt;br /&gt;
*Because there&#039;s always a shot spread, anything you can do to cut down your cross-section (kneeling, crawling/prone, cover) will directly reduce how often you get hit. Since the first two &#039;&#039;also&#039;&#039; increase your own accuracy, they&#039;re critically important in a firefight and you should basically always be doing one of them unless you&#039;re moving or you need the elevated shooting position (to shoot over cover). The advantages of kneeling over prone are that a kneeling soldier can turn freely (a prone soldier has to get up to turn - not good in close quarters!) and that a kneeling soldier takes up less space (e.g. in a firing line) - but prone is better on the numbers in a long-range slugfest in open terrain  (e.g. the upper floor of a Procreation Park, some Corporate HQ maps, much of the Alien Dimension)&lt;br /&gt;
&lt;br /&gt;
==Weapon Effectiveness (UFO)==&lt;br /&gt;
Finally decided to do at least some of these; I want to get hard data regarding rifles vs. HC/AC, and regarding Cyberdiscs and Sectopods in particular. Note that these calculations render Spike&#039;s Firepower Tables obsolete, at least as far as they go, as the latter do not consider max-health and thus sometimes give nonsense numbers like 0.5 Blaster Bombs being required to kill a Sectopod.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectoid Soldier (health 30, front armour 4, under armour 2)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Average damage&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-30||19.0||35.8%||76.4%||93.6%||98.6%||99.7%||100.0%||Snap||42%||83.9||Snap||35.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-30||20.4||44.3%||82.2%||95.8%||99.2%||99.9%||100.0%||Auto*||24.5%||97.6||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-30||24.8||69.9%||94.8%||99.3%||99.9%||100.0%||100.0%||Snap||42%||106.9||Snap||44.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||24-30||29.6||88.7%||100%||-||-||-||-||Snap||42%||87.5||Snap||36.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-30||23.1||60.0%||90.8%||98.5%||99.8%||100.0%||100.0%||Auto||22.4%||104.5||Auto||40.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||20-30||28.8||77.8%||100%||-||-||-||-||Auto*||22.4%||87.8||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-30||23.7||63.4%||92.3%||98.8%||99.9%||100.0%||100.0%||Auto||19.6%||71.0||Auto||25.3&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-30||25.2||71.9%||95.5%||99.5%||99.9%||100.0%||100.0%||Auto*||32.2%||60.2||Snap||33.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-30||26.6||80.1%||97.7%||99.8%||100.0%||100.0%||100.0%||Snap||35%||115.4||Snap||40.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-30||24.4||67.6%||94.0%||99.2%||99.9%||100.0%||100.0%||Auto||35%||51.6||Auto||30.2&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-30||26.4||78.9%||97.4%||99.8%||100.0%||100.0%||100.0%||Auto*||38.5%||53.4||Auto||36.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-30||27.5||85.3%||98.8%||99.9%||100.0%||100.0%||100.0%||Auto*||35%||53.0||Snap||34.8&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-30||27.1||82.3%||98.2%||99.9%||100.0%||100.0%||100.0%||Aimed||77%||116.5||Snap||47.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||23-30||29.5||86.3%||100%||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;85.3&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||30-30||30.0||100%||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||25.5||74.0%||95.8%||99.5%||99.9%||100.0%||100.0%||n/a||n/a||n/a||Melee||39.2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at 114+/100+ (Rifle), never/111+ (AC-HE), 123+/107+ (Laser Rifle), 100+/87+ (Plasma Rifle), 117+/101+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Floater Soldier (health 35, front armour 8, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg. dmg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!rowspan=&amp;quot;2&amp;quot;|7-hit kill!!rowspan=&amp;quot;2&amp;quot;|8-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-35||17.8||18.9%||58.1%||82.9%||94.0%||98.1%||99.5%||99.9%||100.0%||Snap||42%||106.5||Snap||44.7&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-35||20.1||29.5%||68.3%||88.8%||96.6%||99.1%||99.8%||99.9%||100.0%||Auto*||24.5%||116.0||Auto||39.0&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-35||26.9||61.9%||90.8%||98.2%||99.7%||100.0%||100.0%||100.0%||100.0%||Snap||42%||117.4||Snap||49.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-35||30.6||60.4%||99.5%||100%||-||-||-||-||-||Snap||42%||110.1||Snap||46.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-35||24.3||49.4%||83.7%||95.9%||99.1%||99.8%||100.0%||100.0%||100.0%||Auto||22.4%||116.8||Auto||41.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-35||27.8||44.4%||95.6%||100.0%||100%||-||-||-||-||Auto||22.4%||109.4||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-35||34.3||86.8%||100%||-||-||-||-||-||-||Aimed||80.5%||105.4||Snap||50.9&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-35||25.2||53.8%||86.4%||96.8%||99.4%||99.9%||100.0%||100.0%||100.0%||Auto||19.6%||78.6||Auto||25.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-35||27.5||64.5%||92.0%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||Auto*||32.2%||64.2||Auto||34.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-35||29.7||74.9%||96.0%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||Snap||35%||122.3||Snap||42.8&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-35||26.3||59.0%||89.3%||97.8%||99.6%||99.9%||100.0%||100.0%||100.0%||Auto||35%||55.6||Auto||30.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-35||29.3||73.3%||95.5%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto*||38.5%||55.7||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-35||31.1||81.4%||97.8%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto*||35%||54.6||Auto||35.1&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-35||29.2||74.0%||95.1%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||128.4||Snap||52.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-35||30.0||56.9%||98.9%||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;108.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-35||33.9||83.1%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;87.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-35||35.0||97.8%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-35||28.1||67.2%||92.7%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||42.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at never/125 (Rifle), never/116+ (Laser Rifle), 107+/93-112 (Plasma Rifle), 122+/106+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Snakeman===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Snakeman Soldier (health 45, front armour 20, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|11HK!!rowspan=&amp;quot;2&amp;quot;|12HK!!rowspan=&amp;quot;2&amp;quot;|13HK!!rowspan=&amp;quot;2&amp;quot;|14HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|16HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-32||10.0||0%||9.5%||27.8%||48.0%||65.3%||78.3%||87.1%||92.6%||95.9%||97.8%||98.8%||99.4%||99.7%||99.9%||99.9%||100.0%||Snap||42%||214.3||Snap||90.0&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-40||13.4||0%||20.5%||45.9%||66.8%||81.2%||89.9%||94.8%||97.5%||98.8%||99.4%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||204.8||Auto||57.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-45||27.9||42.5%||75.6%||91.2%||97.1%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||153.1||Snap||64.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-45||35.6||41.5%||96.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Snap||42%||127.7||Snap||53.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-45||22.2||23.5%||56.9%||79.2%||91.0%||96.3%||98.6%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||165.7||Auto||48.9&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-45||31.0||22.2%||87.0%||99.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Auto||22.4%||127.4||Auto||40.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-45||42.2||73.7%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||117.7||Snap||56.8&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||38-45||44.7||93.1%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||99.6||Snap||48.1&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-45||24.2||30.1%||64.0%||84.1%||93.7%||97.7%||99.2%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||107.1||Auto||29.2&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-45||29.0||46.3%||78.7%||92.8%||97.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||77.7||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-45||33.7||62.0%||89.3%||97.4%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||143.2||Snap||50.1&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-45||26.6||38.1%||71.7%||89.0%||96.1%||98.7%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||70.0||Auto||33.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-45||33.0||59.6%||88.0%||96.9%||99.3%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||62.8||Auto||37.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-45||36.6||71.9%||94.2%||99.0%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||58.9||Auto||35.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-45||36.0||68.5%||93.1%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||136.3||Snap||56.0&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-45||34.6||37.3%||94.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;126.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-45||41.4||69.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;98.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||43-45||45.0||98.2%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-45||44.1||86.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;84.9&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||45-45||45.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-45||30.2||50.4%||81.1%||93.8%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||53.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Muton Soldier (health 125, front armour 20, under armour 10)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||60%||0-11||1.9||0%||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||2.2%||21.5%||56.7%||83.4%||95.2%||98.9%||100.0%||Snap||42%||1076.8||Snap||452.2&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||60%||0-16||3.5||0%||0%||0%||0%||0%||0.0%||0.0%||0.1%||0.3%||1.1%||25.1%||69.1%||92.6%||98.8%||99.8%||100.0%||100.0%||Auto||24.5%||901.1||Auto||229.6&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||60%||0-47||16.4||0%||0%||1.4%||10.4%||27.2%||47.1%||65.2%||78.9%||88.1%||93.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||545.4||Snap||229.1&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||16-68||42.0||0%||6.4%||69.6%||98.1%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||Snap||42%||256.1||Snap||107.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||60%||0-30||9.0||0%||0%||0%||0.0%||1.1%||5.3%||13.8%||26.1%||40.5%||54.8%||94.4%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||638.2||Auto||153.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||12-56||34.0||0%||0%||34.3%||87.5%||99.4%||100.0%||100.0%||100%||-||-||-||-||-||-||-||-||-||Auto||22.4%||238.8||Auto||66.3&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||27-102||64.5||0%||63.2%||98.7%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||221.8||Snap||107.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||40-125||88.8||15.8%||92.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||178.6||Snap||86.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-73||29.0||0%||4.2%||25.5%||52.3%||73.8%||87.2%||94.3%||97.6%||99.1%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||206.7||Auto||47.1&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-100||41.7||0%||23.5%||56.7%||79.9%||91.9%||97.1%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||135.3||Auto||49.8&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-125||64.3||15.2%||57.4%||83.7%||94.8%||98.5%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||236.4||Snap||82.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-84||34.0||0%||11.8%||40.3%||67.1%||84.4%||93.4%||97.4%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||126.2||Auto||50.0&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-125||60.6||9.9%||52.0%||80.5%||93.4%||98.0%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||95.3||Auto||43.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-125||80.1||37.2%||76.7%||93.4%||98.4%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||77.5||Auto||37.3&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-125||74.6||25.4%||68.0%||89.7%||97.3%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||214.6||Snap||88.1&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||15-65||40.0||0%||3.2%||62.1%||96.9%||100.0%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;253.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||25-95||60.0||0%||52.5%||97.4%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;187.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||45-125||95.8||27.9%||96.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;131.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||35-125||80.0||1.1%||85.4%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;160.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||90-125||121.9||82.6%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;77.5&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-110||46.6||0%||27.1%||58.5%||79.9%||91.3%||96.5%||98.7%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||104.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
====Soldier====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ethereal Soldier (health 55, front armour 35, under armour 35)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-17||2.9||0%||0%||0.0%||0.2%||1.1%||2.8%||5.7%||9.8%||15.0%||21.2%||56.8%||82.5%||94.3%||98.4%||99.6%||99.9%||100.0%||Snap||42%||655.8||Snap||275.4&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-25||5.3||0%||0%||1.7%||6.1%||13.3%||22.5%||32.8%||43.4%||53.6%||62.7%||90.5%||98.3%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||477.7||Auto||125.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-55||24.3||20.4%||49.6%||71.7%||85.4%||92.8%||96.6%||98.5%||99.3%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||224.9||Snap||94.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||0-43||17.8||0%||22.5%||55.5%||79.2%||91.6%||97.0%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||279.3||Snap||117.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-49||14.4||0%||15.7%||36.5%||55.9%||71.1%||81.9%||89.1%||93.6%||96.3%||98.0%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||289.7||Auto||74.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||0-31||11.0||0%||3.3%||19.7%||42.7%||63.8%||79.3%||89.0%||94.5%||97.4%||98.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||318.2||Auto||81.5&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||2-55||36.2||30.3%||79.6%||96.8%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100%||-||-||-||-||-||-||-||Aimed||80.5%||180.4||Snap||87.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||15-55||46.9||60.4%||97.5%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||132.4||Snap||63.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-55||17.7||3.2%||25.5%||49.3%||68.1%||81.0%||89.2%||94.1%||96.8%||98.4%||99.2%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||176.7||Auto||40.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-55||26.4||25.6%||56.0%||77.0%||88.9%||94.9%||97.8%||99.1%||99.6%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||103.9||Auto||42.6&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-55||34.7||47.4%||78.0%||91.8%||97.2%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||176.2||Snap||61.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-55||22.0||14.3%||41.6%||64.8%||80.4%||89.7%||94.8%||97.5%||98.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||101.5||Auto||42.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-55||33.5||44.1%||75.2%||90.2%||96.4%||98.8%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||74.5||Auto||39.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-55||40.0||61.0%||87.9%||96.7%||99.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||65.3||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||80%||0-55||31.0||37.6%||68.1%||85.4%||93.8%||97.5%||99.0%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||213.5||Snap||87.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||0-40||16.1||0%||16.8%||47.1%||72.4%||87.5%||94.9%||98.1%||99.3%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;288.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||0-55||33.3||22.5%||72.6%||94.3%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;158.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||20-55||49.3||68.5%||99.4%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;99.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||10-55||43.6||50.5%||93.6%||99.8%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;117.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||55-55||55.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||80%||0-55||21.8||13.7%||39.2%||61.5%||77.3%||87.3%||93.1%||96.4%||98.2%||99.1%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||100.5&lt;br /&gt;
|}&lt;br /&gt;
====Leader====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ethereal Leader (health 55, front armour 40, under armour 40)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-12||1.5||0%||0%||0%||0.0%||0.0%||0.1%||0.2%||0.6%||1.1%||2.0%||13.3%||34.6%||58.0%||76.5%||88.3%||94.7%||99.1%||Snap||42%||1063.5||Snap||446.7&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-20||3.4||0%||0%||0.2%||1.0%||2.8%||6.0%||10.6%||16.5%||23.3%||30.7%||66.5%||87.9%||96.4%||99.1%||99.8%||100.0%||100.0%||Auto||24.5%||670.8||Auto||173.2&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-55||21.9||15.9%||42.3%||64.6%||79.7%||89.0%||94.3%||97.1%||98.6%||99.3%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||251.3||Snap||105.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||0-38||14.0||0%||11.6%||36.1%||60.5%||78.3%||89.1%||94.9%||97.7%||99.0%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||340.5||Snap||143.0&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-44||11.6||0%||9.8%||25.4%||42.4%||57.9%||70.4%||79.9%||86.8%||91.5%||94.6%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||340.5||Auto||86.1&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||0-26||7.8||0%||0.0%||5.8%||18.4%||34.9%||51.7%||66.3%||77.7%||85.9%||91.4%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||417.6||Auto||104.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||0-55||32.6||23.7%||70.4%||92.4%||98.5%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||200.5||Snap||96.9&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||10-55||44.8||55.4%||94.8%||99.9%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||139.6||Snap||67.4&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-52||14.8||0%||16.6%||37.5%||56.4%||71.2%||81.7%||88.7%||93.3%||96.1%||97.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||205.4||Auto||46.4&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-55||24.1||21.5%||49.7%||71.1%||84.6%||92.2%||96.2%||98.2%||99.2%||99.6%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||113.2||Auto||45.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-55||33.1||44.4%||74.8%||89.8%||96.1%||98.6%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||185.7||Snap||65.0&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-55||19.4||9.5%||33.2%||55.8%||72.8%||84.1%||91.1%||95.2%||97.4%||98.7%||99.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||114.0||Auto||46.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-55||31.8||41.0%||71.6%||87.7%||95.1%||98.1%||99.3%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||78.0||Auto||40.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-55||38.8||58.9%||86.2%||95.9%||98.8%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||67.0||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||80%||0-55||29.1||34.3%||63.8%||81.9%||91.5%||96.2%||98.4%||99.3%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||228.9||Snap||94.0&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||0-35||12.4||0%||7.3%||27.6%||51.0%||70.3%||83.5%||91.5%||95.8%||98.1%||99.1%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;357.3&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||0-55||29.4||15.5%||61.5%||87.6%||96.9%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;179.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||15-55||47.6||64.0%||97.9%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;103.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||5-55||41.0||45.1%||89.1%||99.1%||100.0%||100.0%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;125.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||55-55||55.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||80%||0-55||19.2||9.2%||30.9%||52.4%||69.2%||81.0%||88.7%||93.4%||96.3%||97.9%||98.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||115.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cyberdisc (health 120, front armour 34, under armour 34)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||80%||0-7||0.7||0%||0%||0%||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.6%||3.4%||11.0%||24.1%||57.8%||Snap||42%||2115.1||Snap||888.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||80%||0-14||2.0||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||1.8%||13.2%||36.9%||63.1%||82.2%||92.7%||99.1%||Auto||24.5%||1366-1415||Auto||346.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||80%||0-55||17.1||0%||0%||4.9%||16.8%||33.2%||50.4%||65.4%||77.2%||85.6%||91.3%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||539.6||Snap||226.6&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||60%||0-30||3.6||0%||0%||0.0%||0.0%||0.7%||4.8%||15.3%||32.0%||50.9%||67.8%||98.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||762.8||Snap||320.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||80%||0-33||8.1||0%||0%||0%||0.2%||1.5%||4.9%||10.9%||19.3%||29.5%||40.6%||83.7%||97.4%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||718.6||Auto||171.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||60%||0-5||0.6||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.6%||8.4%||28.8%||53.8%||74.1%||86.9%||97.3%||Auto||22.4%||1839-1900||Auto||425.4&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||60%||0-120||39.4||0.0%||28.6%||83.8%||98.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||269.5||Snap||130.2&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||60%||0-120||94.3||33.0%||98.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||157.2||Snap||75.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-58||18.4||0%||0.1%||6.8%||21.0%||39.0%||56.4%||70.8%||81.5%||88.8%||93.5%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||284.6||Auto||62.6&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-86||30.9||0%||12.2%||36.0%||59.5%||76.9%||87.8%||94.0%||97.2%||98.7%||99.4%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||165.7||Auto||60.4&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-120||53.7||9.9%||45.9%||73.5%||88.6%||95.5%||98.4%||99.4%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||272.4||Snap||95.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-70||23.7||0%||3.5%||18.4%||39.2%||59.1%||74.7%||85.3%||91.9%||95.7%||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||163.3||Auto||63.5&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-120||49.6||4.3%||39.0%||68.3%||85.5%||94.0%||97.7%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||109.3||Auto||48.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-120||70.9||33.3%||70.4%||89.3%||96.6%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||83.1||Auto||38.9&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-120||113.6||84.1%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||113.3||Snap||46.5&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||60%||0-26||2.3||0%||0%||0.0%||0.0%||0.0%||0.5%||2.6%||8.3%||18.1%||31.3%||86.9%||98.8%||99.9%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;913.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||60%||0-107||29.9||0%||9.6%||60.4%||92.3%||99.1%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;254.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||60%||0-120||107.4||59.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;105.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||60%||0-120||74.7||9.6%||89.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;151.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||60%||113-120||120.0||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-96||35.5||0%||15.7%||40.0%||62.2%||78.2%||88.2%||94.0%||97.0%||98.6%||99.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||128.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
====Front====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, front armour 145, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||19.6%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-35||3.5||0%||0%||0.0%||0.1%||0.4%||0.9%||1.7%||2.8%||4.3%||6.2%||20.6%||39.9%||58.8%||73.9%||84.5%||91.3%||97.6%||Auto||32.2%||868-904||Auto||291.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||23.4||5.8%||19.0%||34.3%||48.7%||61.1%||71.2%||79.1%||85.0%||89.4%||92.6%||98.9%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||499.0||Snap||174.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||38.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-39||4.1||0%||0%||0.1%||0.4%||1.0%||1.9%||3.4%||5.3%||7.7%||10.5%||29.9%||51.7%||70.1%||83.0%||90.9%||95.4%||99.0%||Auto||35%||719-753||Auto||263.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||n/a||n/a||n/a||Melee||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rear====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, rear armour 100, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-12||0.7||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.1%||0.4%||1.4%||3.5%||7.1%||19.7%||Snap||42%||5460.5||Snap||2293.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-38||5.3||0%||0%||0.2%||0.8%||2.0%||4.1%||7.0%||10.8%||15.3%||20.5%||49.7%||73.9%||88.3%||95.3%||98.3%||99.4%||99.9%||Auto||19.6%||716.1||Auto||147.1&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-80||17.9||0%||7.6%||19.7%||33.5%||47.0%||59.1%||69.2%||77.2%||83.5%||88.2%||98.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||236.9||Auto||83.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||40.2||23.4%||49.0%||68.7%||81.8%||89.8%||94.5%||97.1%||98.5%||99.2%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||281.6||Snap||98.6&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-28||3.0||0%||0%||0%||0.0%||0.1%||0.3%||0.6%||1.2%||2.1%||3.3%||15.4%||34.8%||55.4%||72.5%||84.4%||91.8%||98.1%||Auto||38.5%||794-826||Auto||317.9&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-84||19.1||0%||8.8%||22.2%||36.9%||50.8%||62.8%||72.6%||80.2%||86.0%||90.2%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||214.9||Auto||82.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||3.5||0%||0%||0%||0.0%||0.0%||0.1%||0.3%||0.6%||1.1%||1.7%||9.0%||23.0%||40.5%||57.8%||72.1%||82.7%||94.3%||n/a||n/a||n/a||Melee||893.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Auto-Cannon&amp;diff=121474</id>
		<title>Auto-Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Auto-Cannon&amp;diff=121474"/>
		<updated>2025-04-05T23:05:58Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Auto-Cannon }}&lt;br /&gt;
The auto-cannon combines the versatility and power of a heavy cannon with a faster rate of fire. &lt;br /&gt;
{{Ref Close | source = Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Auto-Cannon&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 19&lt;br /&gt;
| grip =Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS07.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = 32&lt;br /&gt;
| acc_snap = 56&lt;br /&gt;
| acc_aim = 82&lt;br /&gt;
| fcost_auto = 40 &lt;br /&gt;
| fcost_snap = 33&lt;br /&gt;
| fcost_aim = 80&lt;br /&gt;
| saleprice = 10125&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|13500}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Auto-Cannon&lt;br /&gt;
| ammo = Armour Piercing&lt;br /&gt;
| weight = 5&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS08.GIF|left|64 px]]&lt;br /&gt;
| damage = 42 Armour Piercing&lt;br /&gt;
| capacity = 14&lt;br /&gt;
| saleprice = 400&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|500}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Auto-Cannon&lt;br /&gt;
| ammo = High Explosive&lt;br /&gt;
| weight = 5&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS09.GIF|left|64 px]]&lt;br /&gt;
| damage = 44 High Explosive&lt;br /&gt;
| capacity = 14&lt;br /&gt;
| saleprice = 560&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|700}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Auto-Cannon&lt;br /&gt;
| ammo = Incendiary&lt;br /&gt;
| weight = 5&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS10.GIF|left|64 px]]&lt;br /&gt;
| damage = 48 Incendiary&lt;br /&gt;
| capacity = 14&lt;br /&gt;
| saleprice = 520&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|650}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
This is the automatic version of the [[Heavy Cannon]]. It retains the versatility of the Heavy Cannon and features a larger magazine as well as the capability for automatic fire. &lt;br /&gt;
&lt;br /&gt;
The Auto-Cannon is heavier than the Heavy Cannon and less accurate. It is slow and cumbersome. Though it has a three-shot auto fire mode, it is the slowest auto-fire weapon in the game. Despite this, it is the Auto-Cannon&#039;s most powerful feature.  &lt;br /&gt;
&lt;br /&gt;
As with its heavier cousin the Heavy Cannon, the Auto-Cannon retains a versatile selection of shells to suit your every need. Armour piercing, High Explosive and Incendiary rounds are all available. By reducing the effectiveness and size of the shells, more shells can be stored in the Auto-Cannon&#039;s magazine, and the shells are slightly lighter to carry than Heavy Cannon shells. The shells still pack a considerable punch nonetheless.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;AC-AP&#039;&#039;&#039; rounds are standard for the Auto-Cannon, but are not particularly remarkable since they aren&#039;t as strong as Heavy Cannon AP shells. However, a three shot burst at close range can do a considerable amount of damage. They are particularly reliable in close quarter combat and when you do not want to cause any damage to your surroundings or destroy equipment. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;AC-HE&#039;&#039;&#039; rounds are the Auto-Cannon&#039;s most destructive ammunition. They can be used to clear terrain, and wipe out groups of enemies. Note however that they may not be suitable against very heavily armoured units like [[Cyberdisc]]s and [[Sectopod]]s. HE shells are unfortunately also a major source of self inflicted wounds or kills, so be very careful when using them. Be prepared to lose equipment dropped if an enemy is defeated in the middle of a high explosive burst. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;AC-Incendiary&#039;&#039;&#039; rounds can serve two important functions. The first is simply to start fires.  Burning down a building or orchard is often safer then going inside or blasting away the obstacles, which would expose you to reaction fire. The other important use is simply to start fires and illuminate the battlefield. Compared to [[Electro-flares]] this can conserve the limited item space aboard the transport. Each clip of IN rounds can illuminate 14 areas on the map for a reasonable period of time, especially if using a patch to fix the Smoke/Fire Limit bug. Three-shot incendiary bursts can also be used to deal the killing blow to zombies to prevent them from hatching into Chryssaldis. &lt;br /&gt;
&lt;br /&gt;
:It is difficult to use AC-I rounds to deal killing Incendiary damage against Zombies to prevent them from hatching into [[Chryssalid]]s. First this effect only works on the killing blow. Sadly, incendiary damage does so little damage per shot that it often takes less TUs to just kill Zombies with conventional weapons, and then kill the resulting Chryssalid, which gives you a better score and more loot in any case. For instance, a [[Heavy Plasma]] on auto-shot will often kill the Zombie with the first shot and the Chryssalid with the second or third shot. With the weaker weapons, say AC-HE rounds, you can fire a few conventional rounds in the hopes of leaving the zombie on critical health, then finishing it with AC-IN, but due to damage being random, this turns out to be more time consuming than one might think.{{Verify}} &lt;br /&gt;
&lt;br /&gt;
:Also if you wish to abuse the game bug/exploit where all units standing in fire will take on incendiary impact damage whenever any unit is hit, then again this is the most efficient mean of producing the damage. Damage dealt this way tends to ignore the protection on [[Sectopod| very heavily armoured]] units. In conjunction with this bug, AC-IN is the most effective way to breach UFOs while keeping Elerium in Power Sources intact.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to [[Hydro-Jet Cannon]].&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Aimed: 1 Shot, 20% Remaining TUs &lt;br /&gt;
* Snap: 3 Shots, 1% Remaining TUs&lt;br /&gt;
* Auto: 2 Shots, 20% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Limitations of incendiary damage ==&lt;br /&gt;
The listed damage using incendiary rounds is misleading. Incendiary rounds do ~6.4 damage on a direct hit. The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames.&lt;br /&gt;
&lt;br /&gt;
Furthermore soldiers cannot gain any form of [[experience]] shooting any weapon loaded with incendiary rounds.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
The Auto-Cannon is most efficient when armed with AC-HE shells and excels at close to mid range combat. If you must fight in long range combat, use the same strategies that you would use with the [[Heavy Cannon]] or [[Rocket Launcher]]. Use terrain to your advantage and try to hit a wall or climb up a level or two and fire down at the ground. &lt;br /&gt;
&lt;br /&gt;
When using AC-HE shells, be sure to wear some armour. A [[Power Suit]] or better is most ideal, but [[Personal Armour]] can do in a pinch. Armour will protect you from any blast from shells that detonate too early. With Power Armour in particular, the Auto-Cannon is turned into an extremely potent close combat weapon and can safely attack from an adjacent tile without fear of damaging yourself. Be careful of the indiscriminate destruction of anything and everything around you, especially around UFO Power Units. &lt;br /&gt;
&lt;br /&gt;
Direct hits from  the Auto-Cannon may harm you even in a Power Armor, but it will not be severe. This is extremely useful knowledge to have when you face enemies with psi powers. Though not especially powerful, the Auto-Cannon packs enough firepower to be a real threat against most enemies such as [[Muton]]s, but is an insignificant threat to your own soldiers as long as everyone wears Power Armour or [[Flying Suit]]s. &lt;br /&gt;
&lt;br /&gt;
When inside buildings or UFOs, you can also shoot AC-HE rounds at the ceiling and defeat anything that&#039;s directly above you. This is a very useful strategy to use in UFOs that have aliens waiting in ambush, such as in the [[Abductor]]. This strategy works with all weapon that produces an area of effect, including incendiary rounds or stun bombs. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121383</id>
		<title>User:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121383"/>
		<updated>2025-04-04T14:28:36Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* Ethereal */ adding Leaders because Ethereals have about as many Leaders as Soldiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi.&lt;br /&gt;
&lt;br /&gt;
1) It&#039;s a pun on my interest in fantasy novels and fungi. I don&#039;t use, sell or possess hallucinogenic drugs (though I do think they should be legalised).&lt;br /&gt;
&lt;br /&gt;
2) I tend to be a [https://en.wikipedia.org/wiki/Wikipedia:WikiOgre WikiOgre]. Don&#039;t be surprised if you wake up one day and the &amp;quot;Recent changes&amp;quot; list is all me.&lt;br /&gt;
&lt;br /&gt;
3) I now have admin permissions. Give me a yell if you want something done that requires those permissions (most obviously deleting pages).&lt;br /&gt;
&lt;br /&gt;
==Accomplishments==&lt;br /&gt;
Comma indicates same run. Semicolon separates runs. All are without exploits, except Research Rollover (which is hard to avoid).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO: Enemy Unknown:&#039;&#039;&#039; Superhuman, Iron Man, no Psi-Amps, June 1 Cydonia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror from the Deep:&#039;&#039;&#039; Superhuman, Iron Man.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Com: Apocalypse:&#039;&#039;&#039; Superhuman, Iron Man, no Toxigun, no infiltration graph.&lt;br /&gt;
&lt;br /&gt;
==Battleship Farming==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure whether this deserves its own page, so I&#039;m putting it here.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a little trick I discovered to obtain huge amounts of money and points and fair amounts of Elerium in UFO (it should also work in TFTD but Leviathans and Bombardment Shields are much harder to obtain).&lt;br /&gt;
You will need: 1 or more [[Avenger]]s, [[Plasma Beam]]s, [[Fusion Ball Defences]], [[Grav Shield]], [[Hyper-Wave Decoder]].&lt;br /&gt;
&lt;br /&gt;
How to execute:&lt;br /&gt;
&lt;br /&gt;
1) Intercept lots of UFOs. You were doing that anyway, right?&lt;br /&gt;
&lt;br /&gt;
2) When scouts start appearing with the mission (obtained via Hyper-Wave Decoder) of &amp;quot;Alien Retaliation&amp;quot;, leave them alone.&lt;br /&gt;
&lt;br /&gt;
3) Build six or more Fusion Ball Defences and a Grav Shield. Don&#039;t build a Mind Shield at the base that you&#039;re using for this trick.&lt;br /&gt;
&lt;br /&gt;
4) When Battleships start appearing, shoot them down and recover them with Avengers.&lt;br /&gt;
&lt;br /&gt;
5) Enjoy your points (likely just shy of 1000), money (2 million or more), and Elerium ([[UFO_Crash_Recovery#Power_Source_Explosions_and_Elerium_Recovery|around 50]])!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason I call this a &amp;quot;trick&amp;quot; is that it&#039;s a way to generate artificially high UFO numbers in order to give you something to shoot at. Alien Retaliation missions that have found your base will not ever end until a Base Defence mission is forced - they will not end on Battleship interception and they will not end if the Battleship is destroyed by your base defences. Here, the Battleships will be turned into confetti by your defences even if they are not intercepted (12 shots of Fusion Balls vs. 3 required to kill it gives 0.0009% odds of making it through - less than 1 in 100,000 will survive), so you&#039;re guaranteed a constant and plentiful supply (this is necessary because Avengers are usually damaged by fighting Battleships and as such all of them might still be damaged when a new Battleship appears). It&#039;s probably a good idea to keep a lot of Avengers in the base if you want to keep this up for a while, since a single Avenger will be in repairs for almost a month after destroying a Battleship (remember to transfer the crews to undamaged ones).&lt;br /&gt;
&lt;br /&gt;
I find this to be a valid alternative to waylaying Supply Ships for Elerium (allowing the prompt destruction of the associated bases). By the time you have Avengers and Fusion Ball Defences, money and points are largely irrelevant, though it can still be fun to see five-digit scores at the end of a month.&lt;br /&gt;
: Good trick. It highlights the fact that Retaliation mission logic is dumb and inflexible, which is a design flaw. Also that Battleships are too weak (I made some suggestions on my Talk page for making them tougher )&lt;br /&gt;
: Would you add this to the [[Exploits]] section do you think?  [[User:Spike|Spike]] 20:25, 11 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s a much more minor exploit than most of the ones on that page. Supply Ship piracy is just as exploitative, it&#039;s just better known. Where would it go, anyway? [[User:Magic9mushroom|Magic9mushroom]] 01:53, 12 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==My UFO Masterplan==&lt;br /&gt;
&lt;br /&gt;
Figured I might as well post it. Feel free to criticise.&lt;br /&gt;
&lt;br /&gt;
Initial base goes in Europe (Czechoslovakia). I immediately build a second in the USA (around North Dakota). Layout of the second base (and all later bases) follows:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|dirt|dirt|hangar1|hangar2|lift|=&lt;br /&gt;
|dirt|dirt|dirt|hangar3|hangar4|large_radar|=}}&lt;br /&gt;
(The Living Quarters obviously have to wait for the General Stores to complete.)&lt;br /&gt;
&lt;br /&gt;
Note a few things about this design:&lt;br /&gt;
&lt;br /&gt;
1) The key facilities for an interception base (hangar, radar, general stores) are all available to construct immediately, with no delay.&lt;br /&gt;
&lt;br /&gt;
2) This base design supports perfect base defence - a single choke point between alien spawns and X-Com spawns, and all firefights in indestructible modules - though it may not, at first, appear so. See, the Base Disjoint Bug blocks the Hangar/Large Radar, Large Radar/Access Lift, and Access Lift/General Stores doors, so the only route the aliens can take is through the door between the Hangar and Living Quarters.&lt;br /&gt;
&lt;br /&gt;
3) A design like this has fewer squares left empty than a normal base supporting perfect defence. When fully decked-out, it looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|fusion|fusion|grav|fusion|quarters|workshop|=&lt;br /&gt;
|fusion|fusion|psi|workshop|quarters|workshop|=&lt;br /&gt;
|fusion|workshop|quarters|quarters|stores|stores|=&lt;br /&gt;
|fusion|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|hangar1|hangar2|hangar1|hangar2|lift|=&lt;br /&gt;
|workshop|hangar3|hangar4|hangar3|hangar4|hyperwave|=}}&lt;br /&gt;
Note that only 4 squares are left empty, but there&#039;s still a single choke point. You can&#039;t do that for 2 hangars without using the BDB (a similar design has only 2 squares left empty for a single hangar, but then you risk the aliens overflowing their spawn points).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initial base gets overhauled with a second hangar up top replacing the two at the bottom and living quarters moved out of where it is. I also immediately build Alien Containment and a Large Radar there. Initial Skyranger load is 10 soldiers, one tank, using the weapons you start with (preference for those with autofire). Interceptors are immediately upgraded to twin Avalanche loadouts. Build laser weapons as they&#039;re researched. &lt;br /&gt;
&lt;br /&gt;
I transfer one Interceptor to my US base as soon as the hangars and large radar complete. As soon as I get a significant cash injection I build a third base in SE Asia (central China) with the same starting layout and a third Interceptor. After that cash goes into setting up a two-lab or three-lab research station so I can start crunching through the tech tree. Then three more bases in Africa, South America and Australia.&lt;br /&gt;
&lt;br /&gt;
Final layout of the starting base looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|mind|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|psi|=&lt;br /&gt;
|dirt|dirt|lift|dirt|psi|hyperwave|=&lt;br /&gt;
|quarters|stores|stores|lab|workshop|containment|=&lt;br /&gt;
|quarters|stores|quarters|quarters|lab|lab|=&lt;br /&gt;
|psi|quarters|quarters|psi|psi|psi|=}}&lt;br /&gt;
Since it&#039;s best to use a single research base, and the starting base already has a lab, that&#039;s kinda a no-brainer. Note the six Psi-Labs, placed so that they can be constructed simultaneously once researched - this is to expedite psi-screening, which is usually the limiting factor in how fast you can get to Cydonia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My research order is something along these lines:&lt;br /&gt;
&lt;br /&gt;
Laser Weapons&lt;br /&gt;
&lt;br /&gt;
Laser Pistol&lt;br /&gt;
&lt;br /&gt;
Laser Rifle&lt;br /&gt;
&lt;br /&gt;
Mind Probe&lt;br /&gt;
&lt;br /&gt;
Small Launcher*&lt;br /&gt;
&lt;br /&gt;
Stun Bomb*&lt;br /&gt;
&lt;br /&gt;
(Alien Navigator)&lt;br /&gt;
-&amp;gt;Hyper-Wave Decoder&lt;br /&gt;
&lt;br /&gt;
(Sectoid Leader)&lt;br /&gt;
-&amp;gt;Psionic Laboratory&lt;br /&gt;
&lt;br /&gt;
Alien Alloys&lt;br /&gt;
&lt;br /&gt;
Personal Armour&lt;br /&gt;
&lt;br /&gt;
Medi-Kit&lt;br /&gt;
&lt;br /&gt;
UFO Power Source&lt;br /&gt;
&lt;br /&gt;
Elerium-115&lt;br /&gt;
&lt;br /&gt;
Power Suit&lt;br /&gt;
&lt;br /&gt;
UFO Navigation&lt;br /&gt;
&lt;br /&gt;
Flying Suit&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma Clip&lt;br /&gt;
&lt;br /&gt;
Plasma Cannon&lt;br /&gt;
&lt;br /&gt;
Psi-Amp&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
&lt;br /&gt;
Laser Cannon&lt;br /&gt;
&lt;br /&gt;
UFO Construction&lt;br /&gt;
&lt;br /&gt;
New Fighter Craft&lt;br /&gt;
&lt;br /&gt;
New Fighter/Transporter&lt;br /&gt;
&lt;br /&gt;
Ultimate Craft&lt;br /&gt;
&lt;br /&gt;
Blaster Launcher&lt;br /&gt;
&lt;br /&gt;
Blaster Bomb&lt;br /&gt;
&lt;br /&gt;
Alien Origins&lt;br /&gt;
&lt;br /&gt;
(Alien Leader)&lt;br /&gt;
-&amp;gt;The Martian Solution&lt;br /&gt;
&lt;br /&gt;
(Alien Commander)&lt;br /&gt;
-&amp;gt;Cydonia or Bust&lt;br /&gt;
&lt;br /&gt;
Filling out the rest of the UFOpaedia entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* These are skipped if/when I manage to nab both required aliens with Stun Rods.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
() Obviously aliens can&#039;t be researched until they&#039;re captured, so these may be delayed.&lt;br /&gt;
&lt;br /&gt;
Note the extreme beeline for Hyper-Wave Decoders and Psi-Labs. Hyper Wave Decoders are absolute gold. Psi-Labs have to be gotten as soon as possible thanks to the long lead time from their discovery to actually getting Psi.&lt;br /&gt;
&lt;br /&gt;
==TFTD weapon effectiveness calculations==&lt;br /&gt;
&lt;br /&gt;
I figured some were in order. Uses the [[Alien Stats (TFTD)|Alien Stats]] and [[Damage Modifiers (TFTD)|Damage Modifiers]] tables to calculate average damage of each weapon to each sort of alien after damage modifiers and armour. If/when I manage to finish this and turn it into something readable I&#039;ll stick it up on the wiki proper. You could do this for UFO:EU but the Heavy Plasma&#039;s so obviously dominant that there&#039;s little need. The accuracies given will be for a soldier with 70 Firing Accuracy and no bonuses or penalties; I choose this value &amp;amp;mdash; the maximum rookie value &amp;amp;mdash; rather than the simpler-to-calculate 100 because of the special cases of the Torpedo Launcher, Sonic Cannon and Thermal Shok Launcher - these weapons are most effective in Aimed mode and their 100%+ accuracy in that mode would be wasted for a 100 FA soldier, underselling the weapons.&lt;br /&gt;
&lt;br /&gt;
Note that these &amp;quot;averages&amp;quot; take into account that damage values of &amp;quot;less than 0&amp;quot; after armour aren&#039;t actually any worse than 0 and that damage values greater than an alien&#039;s HP have no additional effect. Hence, a Gauss Rifle&#039;s average damage to a Triscene is 0 (because it cannot penetrate the armour) and a Sonic Cannon&#039;s average damage to an Aquatoid Soldier is 30 (because an Aquatoid Soldier will always be instagibbed by a Sonic Cannon hit, and it only has 30 health). I&#039;m calculating the damage cap per shot; this gives a slight bias in favour of powerful, autofire weapons since they can&#039;t re-aim between shots in a burst, but this is really only a significant issue when dealing with Aquatoids and Gillmen and their land terror units since the Gauss Rifle isn&#039;t realistically likely to drop much else in one burst.&lt;br /&gt;
&lt;br /&gt;
All values assume Superhuman difficulty and a direct hit to the front (front or under armour depending on weapon type). 95% of TU are assumed to be capable of being used per turn (facing considerations). Some values are marked &amp;quot;n/a&amp;quot;. This is because one of three factors render this value useless:&lt;br /&gt;
*This alien is a land-only terror unit, and this weapon cannot be fired on land&lt;br /&gt;
*This weapon is a melee weapon, and you are attempting to use it at range&lt;br /&gt;
*This weapon is a thrown or guided weapon, and you are attempting to use it in close combat (since I&#039;m assuming 100% accuracy for such weapons this will be identical to the &amp;quot;ranged&amp;quot; figures)&lt;br /&gt;
&lt;br /&gt;
I will be assuming fired explosives that miss miss fully, and that thrown explosives and the DPL always hit dead-on, to avoid a bazillion cases. In practice, of course, thrown weapons will not work against enemies at extreme range or enemies that are not on the ground, and may miss (though since they are all explosives, some damage will likely still occur). It is also somewhat dangerous to use explosive weapons in close combat.&lt;br /&gt;
&lt;br /&gt;
This has been mainspaced at [[Weapon Effectiveness (TFTD)]], where I have added 2-hit, 3-hit and 4-hit kill chances.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
====Technical====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - Bio-Drones and Tentaculats have greatly asymmetric armour distributions, understating the effect of non-HE weapons against them when their front armour is considered (the Dart Gun can damage Bio-Drones from behind, and the Jet Harpoon can damage Tentaculats from behind, for instance). There&#039;s some effect on the Triscene as well. Otherwise, most aliens have similar armour (within 6 points) on front, side and rear. I&#039;ll probably do a second lot of calcs for those two terrorists hit from behind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - I haven&#039;t done the exact calculations for average damage and 1-hit kill chance for large units hit by powerful area-effect weapons yet. This is because the four rolls stop being independent when a kill is possible (whether roll #1 rolls 45 or 46 may or may not matter depending on whether the other three add up to 45 already being a kill). I plan to do them before I put this on the main wiki.&lt;br /&gt;
&lt;br /&gt;
*Yes, I&#039;m aware that firing, reloading, and refiring a Torpedo Launcher requires over 95% of TU. The reason I said you could fire the Torpedo Launcher twice in close combat is because, when accuracy is no concern, you can dual-wield them (hardly more insane than firing Torpedo Launchers at point-blank in the first place).&lt;br /&gt;
&lt;br /&gt;
====Analysis of data====&lt;br /&gt;
&lt;br /&gt;
*I was already a fan of the GC-HE, but this has impressed me even more. It achieves damage way out of line with its supposed power. It does this because a) almost every TFTD alien has a giant weak spot in their Under Armour, b) HE gets a better set of damage modifiers than Gauss or even AP. It actually outdamages the Gauss Rifle against Lobster Men, Tasoths, Calcinites, Hallucinoids, Xarquid, Triscenes and (from the front) Tentaculats - and that impressive list is &#039;&#039;&#039;after&#039;&#039;&#039; accounting for the Gauss Rifle firing thrice as fast.&lt;br /&gt;
&lt;br /&gt;
*A large part of the reason I did this was to settle the old Gauss Rifle vs. Sonic Pistol argument. So, with these numbers, I can say that the Gauss Rifle is better against Aquatoids, Gillmen, and Deep Ones, and worse vs. everything else (except Triscenes, which are immune to both weapons). So the Gauss Rifle will certainly help you in the first month (when, not-so-coincidentally, those three aliens are the only aliens you&#039;ll encounter), but if you can handle that first month [[Skipping Gauss Weapons]] starts looking like a pretty decent idea.&lt;br /&gt;
&lt;br /&gt;
*You&#039;ll note that the Sonic weapons cluster pretty close to each other at range against basically everything. What this means is that they&#039;re pretty well balanced against each other in terms of damage-per-unit-time; which ones to hand out depends more on other factors (the Sonic Pistol&#039;s finer granulation allowing scouts to shoot more, one-handed grip, and better point-blank firepower vs. the Sonic Cannon&#039;s ongoing recoverable ammo, less off-target damage reducing friendly fire, and increased 1-hit kill rate reducing reaction fire, with the Blasta Rifle somewhere in-between).&lt;br /&gt;
&lt;br /&gt;
*The Heavy Gauss is better than the Gauss Rifle against precisely two enemies (Lobster Men and Xarquid) and tied with it against one (Triscenes, which are immune to both). Given that the GC-HE easily outclasses both against those three enemies, I think we can call the Heavy Gauss useless.&lt;br /&gt;
&lt;br /&gt;
*Yes, throwing three pre-armed Sonic Pulsers at something in the same turn is going to kill it very, very dead. But 1) that&#039;s several turns of preparation, and the &amp;quot;carried grenades don&#039;t explode&amp;quot; behaviour that allows that preparation to be done at mission start is widely considered an exploit; 2) you don&#039;t have nearly enough Zrbite or item limit to make this a routine tactic.&lt;br /&gt;
&lt;br /&gt;
*As far as drills go, the Heavy Thermic Lance is the best against Calcinites, Hallucinoids, Triscenes and the front armour of Tentaculats, the Thermic Lance is the best against Xarquid, and the Vibro Blade is best against everything else. Most aliens have enough armour that the HTL &amp;quot;should&amp;quot; do the most damage, but the Vibro Blade has better granularity so it doesn&#039;t waste as much damage on overkill. The Thermic Lance is usually in-between the Vibro Blade and HTL (one way or the other) rather than being the worst as might naïvely be expected.&lt;br /&gt;
&lt;br /&gt;
==Firing Accuracy breakpoints==&lt;br /&gt;
&lt;br /&gt;
Most of the time, Firing Accuracy is just something you generically want more of. But 100% accuracy gives a guarantee, which is particularly important in some situations (and obviously, more accuracy ceases to improve that mode of that weapon after that). I&#039;m just going to write down all the breakpoints in Firing Accuracy where a particular weapon in a particular firing mode becomes 100%.&lt;br /&gt;
&lt;br /&gt;
Remember that the starting range for Firing Accuracy is 40-70 and the cap range is 120-125.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|+UFO&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|76||Rocket Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|87||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle&amp;lt;br/&amp;gt;Rocket Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Heavy Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|102||Plasma Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|103||Plasma Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|104||Heavy Laser||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|107||Auto-Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Pistol&amp;lt;br/&amp;gt;Heavy Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Heavy Plasma||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|117||Plasma Rifle||Snap, standing&lt;br /&gt;
|-&lt;br /&gt;
|118||Plasma Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|120||Heavy Laser||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|122||Auto-Cannon||Aimed, standing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left:10px&amp;quot;&lt;br /&gt;
|+TFTD&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|73||Thermal Shok Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|76||Sonic Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|84||Thermal Shok Launcher||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|87||Gauss Rifle&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Gauss Rifle||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|103||Sonic Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|109||Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Sonic-Blasta Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|118||Sonic Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|125||Gauss Pistol&amp;lt;br/&amp;gt;Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Thermal Shok Launcher&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Snap, kneeling&amp;lt;br/&amp;gt;Snap, standing&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==UFO optimal firing modes==&lt;br /&gt;
&lt;br /&gt;
This is a list of the optimal firing modes for every weapon in UFO, where optimal is defined as &amp;quot;most shots on-target (per 100% Firing Accuracy) achievable with 78/80 TU&amp;quot;. There&#039;s little point doing one for TFTD, as mixtures of modes are never optimal under that definition (and only in one case with all 80 TU - the Sonic-Blasta Rifle).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon!!Combination!!Shots on-target!!TU!!Turns sustainable (+ Rounds left over)&lt;br /&gt;
|-&lt;br /&gt;
|Pistol||5 Snap||3.00||70||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rifle||2 Auto + 1 Snap||2.70||76||2 (+6)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cannon||3 Snap||1.80||78||2&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Cannon||2 Auto||1.92||64||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher||1 Aimed||1.15||60||1&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol||3 Auto + 1 Snap||2.92||76||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle||2 Auto + 1 Snap||3.41||74||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser||3 Snap||1.50||78||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol||3 Auto||4.50||72||2 (+8)&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle||1 Auto + 2 Snap||3.37||76||5 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma||2 Auto||3.00||56||5 (+5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;||1 Auto + 2 Snap||3.00||76||7&lt;br /&gt;
|-&lt;br /&gt;
|Small Launcher||1 Aimed||1.10||60||1&lt;br /&gt;
|-&lt;br /&gt;
|2 Small Launchers||Snap + Drop + Pick Up + Snap||1.30||74||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Didn&#039;t quite make it===&lt;br /&gt;
*79 TU: Small Launcher Snap+Reload+Snap (1.30)&lt;br /&gt;
*80 TU: Pistol 4 Snap+1 Aimed (3.18), Laser Pistol 4 Auto (3.36), Plasma Rifle 2 Auto+1 Snap (4.16), Heavy Plasma 2 Auto+1 Snap (3.75)&lt;br /&gt;
*Impossible with 80 max TU, but possible with 81 max TU: Laser Rifle 3 Auto (4.14)&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*I started this when I realised the Plasma Pistol would probably get the highest. Still inferior to the other plasma weapons due to damage.&lt;br /&gt;
*Note how the Laser Rifle significantly exceeds all other non-alien weapons. That&#039;s at least as important as the damage to its legendary utility.&lt;br /&gt;
&lt;br /&gt;
==On Interception in UFO (and to some extent TFTD)==&lt;br /&gt;
I&#039;ve seen a lot of talk about the correct craft weapons to use in UFO and TFTD, and while at least for UFO I agree with the &#039;&#039;conclusion&#039;&#039; that a lot of people reach (Avalanches only until Plasma Beams, then Plasma Beams only), I think the &#039;&#039;reasoning&#039;&#039; usually given is flawed, and that the conclusion doesn&#039;t apply to TFTD. I usually see people immediately talking about the range issues on specific UFOs (particularly the Large Scout/Cruiser); really, this isn&#039;t the right way to think about it. The real questions worth asking are these:&lt;br /&gt;
*What UFOs do I &#039;&#039;want&#039;&#039; to use craft weapons against?&lt;br /&gt;
*What weapons do I want to use against &#039;&#039;those&#039;&#039; UFOs?&lt;br /&gt;
See, the elephant in the room when talking about interception is that the majority of UFOs land, and there&#039;s little point wasting missiles on a craft that will land (not to mention the lost Elerium), &#039;&#039;&#039;unless&#039;&#039;&#039; it&#039;s part of a flotilla and therefore you wouldn&#039;t be able to get to them in time to perform a UFO Ground Assault. So, which UFOs don&#039;t land (recoverably), and what are the likely flotillas?&lt;br /&gt;
*Small Scouts never land unless they&#039;re on an Alien Base mission.&lt;br /&gt;
*Alien Abduction: there&#039;s a flotilla of two Abductors at the very end.&lt;br /&gt;
*Alien Infiltration: there&#039;s a flotilla of one Large Scout, one Terror Ship, one Supply Ship, and two Battleships at the end. Moreover, as the completion of this mission has effects beyond score (that is, you lose a funding country), you probably want to delay these as much as possible.&lt;br /&gt;
*Alien Base: there&#039;s a flotilla of one Large Scout, two Supply Ships and a Battleship at the end.&lt;br /&gt;
*Alien Terror: the first Terror Ship doesn&#039;t land. The second Terror Ship does, but as a Terror Site, which means you can&#039;t recover the UFO.&lt;br /&gt;
*Alien Retaliation: Nothing lands, except the base-attack Battleship, and that&#039;s a Base Defence so you can&#039;t recover it.&lt;br /&gt;
The flotillas don&#039;t show up very often, and certainly don&#039;t show up early (there&#039;s only one non-Terror alien mission per month, and the first one is hardcoded to be Sectoid Alien Research in the area of your first base; additionally, Abduction and Infiltration are very long missions that usually run over into the next month, or even the month after that if it&#039;s Infiltration and you&#039;re systematically crashing every UFO). The bread and butter of UFO interception is Small Scouts and Terror Ships on Alien Terror, plus the occasional Retaliation and Infiltration.&lt;br /&gt;
*You want to use the Avalanche on Small Scouts. Some people say you should use the Stingray (or even the Cannon) to have a chance of crashing them rather than destroying them; I&#039;m guessing the majority of these people haven&#039;t actually tried it. The Small Scout has a flee time of &#039;&#039;&#039;200&#039;&#039;&#039;, which is a mere 80-280 frames on Superhuman. 60% of the time you won&#039;t close to Stingray range before it runs, another 20% or so (total ~80%) it will run while the missile&#039;s in flight, and then more than half the time you actually hit the Stingray destroys it anyway. Your choices, really, are blowing them to bits with Avalanches or doing nothing, and blowing them to bits gets you 100 points (which is more than you get from shootdown + crash recovery, too, since there&#039;s a grand total of one alien and the UFO only contains 1 Alien Alloy). Advanced craft &#039;&#039;can&#039;&#039; bring the Small Scout down with Cannons, but by that point you&#039;re not hurting for money and there&#039;s a significant opportunity cost. The only time you should actually faff around with cannons on an Avenger is if you haven&#039;t managed to get a Sectoid Leader and it&#039;s rolling around to July (when Ethereals start to show up); the chance to get an Ethereal capture is the only thing from a Small Scout recovery that&#039;s remotely worth the effort to get one.&lt;br /&gt;
*You want to use dual Avalanches on Terror Ships. This is pretty self-explanatory; using anything else (before Plasma Beams) will get your Interceptors blown out of the sky. Speaking of Plasma Beams, this is the only truly-compelling reason to get them, since you need two Interceptors with Avalanches and that can be tricky (the only other reason to get Plasma Beams before advanced craft is to shoot down Supply Ships, but there aren&#039;t a lot of those and they always land). Indeed, Plasma Beams do have a downside in that they risk destroying Medium and Large Scouts (which, unlike in the case of Small Scouts, really &#039;&#039;is&#039;&#039; a waste).&lt;br /&gt;
*Anything will work against the Medium and Large Scouts on Retaliation missions. You can&#039;t really do anything about the Battleships until you get advanced craft.&lt;br /&gt;
The other argument I often see for Avalanches, the one about outranging Large Scouts, is a load of horseshit. A Large Scout is only going to get a couple of shots off against an Interceptor with Stingrays. That&#039;s not enough to destroy it, or even to send it to repairs for more than a day or two. Who cares?&lt;br /&gt;
&lt;br /&gt;
And the thing to note about those two arguments for Avalanche missiles in UFO is that neither of them apply to D.U.P. Head torpedoes in TFTD. The TFTD Battleship matches the D.U.P. Head&#039;s range, removing it from the list of useful interceptions. And Survey Ships are both more lucrative and easier to crash than the UFO Small Scout, as they cannot run from a Barracuda and Ajaxes have a much lower likelihood to one-hit kill. So I think Ajaxes might actually be the best initial loadout in TFTD; sure, you&#039;ll get shot by Cruisers, but not enough to matter. The Sonic Oscillator is also not quite as big a deal in TFTD, as once April rolls around the aliens will mostly be doing scripted terror sites (shipping lane and artefact) which don&#039;t have a Battleship to shoot down; the ability to shoot down Large subs is still helpful, though.&lt;br /&gt;
&lt;br /&gt;
Just something to consider.&lt;br /&gt;
&lt;br /&gt;
==Kill tables through armour (UFO/TFTD)==&lt;br /&gt;
&lt;br /&gt;
I&#039;m just going to post some tables indicating the cost (including materials) of a soldier in various armour getting killed and the likelihood that it happens with various weapons. I&#039;m assuming front armour for ballistic weapons, under armour for direct-hit explosives and side armour for edges of blast patterns, and assuming a 35-health soldier (slightly above rookie average; one or two combats would push the average up to here). I will count dying at the end of turn from fatal wounds as a kill, since there is no possibility of a Medi-Kit being applied during the alien turn.&lt;br /&gt;
&lt;br /&gt;
===UFO===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Plasma Pistol!!Plasma Rifle!!Heavy Plasma!!Alien Grenade&amp;lt;br&amp;gt;direct hit!!Alien Grenade&amp;lt;br&amp;gt;blast rim!!Blaster Bomb&amp;lt;br&amp;gt;direct hit!!Blaster Bomb&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||57.1%||72.0%||80.5%||100%||16.1%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Personal Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||48.4%||64.1%||80.2%||0%||100%||69.2%&lt;br /&gt;
|-&lt;br /&gt;
!Power Suit&lt;br /&gt;
|$139,500 + 1000h||0%||17.4%||42.4%||47.2%||immune||100%||25.3%&lt;br /&gt;
|-&lt;br /&gt;
!Flying Suit&lt;br /&gt;
|$210,500 + 1400h||immune||11.2%||38.1%||36.3%||immune||98.5%||14.3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===TFTD===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Sonic Pistol!!Sonic-Blasta&amp;lt;br&amp;gt;Rifle!!Sonic Cannon!!Sonic Pulser&amp;lt;br&amp;gt;direct hit!!Sonic Pulser&amp;lt;br&amp;gt;blast rim!!Disruptor Pulse&amp;lt;br&amp;gt;direct hit!!Disruptor Pulse&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||93.8%||100%||100%||100%||78.7%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Plastic Aqua Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||40.6%||70.2%||89.3%||9.3%||100%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!Ion Armour&lt;br /&gt;
|$139,500 + 1000h||immune||immune||9.2%||58.4%||0%||97.5%||21.8%&lt;br /&gt;
|-&lt;br /&gt;
!Magnetic Ion Armour&lt;br /&gt;
|$210,500 + 1400h||immune||immune||0.8%||47.9%||immune||91.5%||9.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
*UFO: Personal Armour is not worth building. Power/Flying Suits are rather dubious, and poor against Heavy Plasma in particular. The Flying Suit&#039;s definitely worth building for your snipers, has obvious massive advantages against Chryssalids, and is worth it for psi-screened troops (who effectively cost ~$320,000 to replace instead of $40,000 due to dropout rates and the need to pay wages for two months), but in other circumstances doesn&#039;t really measure up.&lt;br /&gt;
*TFTD: Plastic Aqua Armour is of varying effectiveness depending on what the aliens are packing; it&#039;s great against Sonic Pistols and pretty good against Sonic-Blasta Rifles, but poor against Sonic Cannons and only somewhat effective against Sonic Pulsers (cuts down the number of kills, but a direct hit is still nearly-always fatal). Ion and Magnetic Ion Armours are simply fantastic, turning 100%-kill shots into 0%. In Magnetic Ion Armour, you only really have to worry about direct hits from Sonic Pulsers and DPLs - and since you can fly, it&#039;s a mite hard to hit you with the former. Armour in TFTD is far, far more effective than in UFO, thanks to the narrower damage ranges and its significant damage resistances, and issuing top-of-the-line armour to all troops is a high priority. Indeed, armour levels the field against non-DPL Lobster Men; your guns don&#039;t work on them, but theirs don&#039;t work on you either, allowing you to close to mêlée range.&lt;br /&gt;
&lt;br /&gt;
==List of organisations in Apocalypse by importance==&lt;br /&gt;
This is a list of the various organisations in X-Com: Apocalypse. I&#039;ve sorted them into categories by how important their services are (and therefore how hard you should try to avoid making them hostile), as well as the timeframe in which they&#039;re important. Order within the categories is simply the game ordering; they&#039;re not ranked.&lt;br /&gt;
&lt;br /&gt;
===Crucial===&lt;br /&gt;
Getting one of these organisations infiltrated or irrecoverably hostile makes the game extremely difficult.&lt;br /&gt;
*&#039;&#039;&#039;Government&#039;&#039;&#039; - Okay, this is kind of the obvious one. If you render the Government hostile and don&#039;t fix it by the end of the week, your funding goes away and that&#039;s terrible. However, this is incredibly unlikely to happen unless you actively raid or bomb government buildings, as the Government not only starts out friendly to you, but also hates the aliens (improving your relations every time you kill aliens) and is strongly resistant to infiltration.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you research Cloaking Fields. The revenue from selling those is so enormous that the government funding becomes redundant. You can live without their funding quite a while earlier, but you&#039;ll probably lose air superiority for a while due to how incredibly cash-hungry the air game is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megapol&#039;&#039;&#039; - Slightly less obvious than the Government, there are three main reasons you don&#039;t want to make an enemy of Megapol:&lt;br /&gt;
**First, and least important, Megapol is very aggressive and will perform both raids and air attacks on a regular basis. However, the raids, while second only to Osiron in strength, still aren&#039;t enough to get past Security Stations, and the air attacks are performed by Police Hovercars - which don&#039;t have any weapons capable of damaging most buildings.&lt;br /&gt;
**Second, Megapol Police Cars patrol the city (unless Megapol&#039;s balance is negative) and they will scramble Police Hovercars to attack any illegal flyers (which includes your aircraft, if Megapol hates you). This is a distraction you do not need when fighting UFOs. Bankrupting Megapol can allow you to avoid this (the only effect of bankruptcy that I know of), but is rather difficult due to Megapol&#039;s enormous budget.&lt;br /&gt;
**Third, and the reason Megapol&#039;s in &amp;quot;Crucial&amp;quot;: Megapol manufactures nearly all the good tactical equipment. Lawpistols and Plasma Guns are the best of the bought equipment, the Auto-Cannon is pretty decent, and Stun Grapples and Stun Grenades are the only way to stun aliens unless you go into psionics. Megapol Armour is also the cheapest in the game, and generally more effective than Marsec Armour at least as far as protection goes (exception for explosives, but most alien explosives are so powerful that you&#039;re still dead anyway). They also make a few bits of aircraft equipment, but those aren&#039;t particularly necessary.&lt;br /&gt;
&lt;br /&gt;
:On the plus side, like the Government, it&#039;s rather difficult to piss off Megapol... unless they get infiltrated. Don&#039;t let them get infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Once you have access to the Devastator Cannon and/or Toxigun, plus Disruptor Armour, Megapol becomes much less useful. Stun Grenades are still nice, but not absolutely necessary. The Police Hovercar issue becomes mostly irrelevant once you have 3+ shielded Retaliators in the sky, as at that point the air game is basically over. Still moderately annoying, but no longer crucial.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marsec&#039;&#039;&#039; - Marsec is the only source of armed vehicles (General Metro makes the Blazer Turbo Bike, but it&#039;s unarmed). As such, if Marsec is hostile you cannot replenish craft losses or expand your fleet and will swiftly lose the air war. Hostile Marsec is possibly even worse than hostile Megapol or Government, and it can happen much more easily as well (as they don&#039;t inherently like you or hate the aliens).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have the UFO prereqs for the Explorer (Transporter and Destroyer). The Explorer is enough to shoot down UFOs, and the Bio-Trans can transport troops. Note that I said the prereqs, not actually having the Explorer deployed. You can afford to be knocked out of the air war for a week or two, as long as you have the means to get back into it eventually.&lt;br /&gt;
&lt;br /&gt;
===Important===&lt;br /&gt;
You can live without these, but it will hurt.&lt;br /&gt;
*&#039;&#039;&#039;Transtellar&#039;&#039;&#039;  - Provides transport services for agents, technical personnel and goods. The only reason this isn&#039;t in &amp;quot;Crucial&amp;quot; is because new hires can use the People Tubes (and ultratime prevents them from getting stuck), and because you can do an end run around Transtellar for sellable equipment via selling at one base and buying at another. Still, if Transtellar&#039;s hostile you won&#039;t be able to move already-hired scientists and engineers from one base to another, nor unresearched alien artifacts; you&#039;ll have to be very careful about where you drop mission loot and which base you hire at.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, you&#039;re probably going to have to learn to live without Transtellar, since they start friendly to the aliens (and own a huge amount of very fragile infrastructure) and will as such nearly always go hostile on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;S.E.L.F.&#039;&#039;&#039; - Provides androids. Androids have much higher Health than untrained humans (which substantially reduces the chance of critical wounds), and can&#039;t be brainsucked or mind-controlled. You don&#039;t absolutely need them, though.&lt;br /&gt;
&lt;br /&gt;
:Note that S.E.L.F. doesn&#039;t just need to be non-hostile, but on the positive side of neutral for you to be able to recruit androids. On the plus side, they (logically enough) cannot be infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Disruptor Shields reduce your casualty rate to very low levels. This means humans will survive to surpass androids. The immunity to subversion is still quite useful, though.&lt;br /&gt;
&lt;br /&gt;
===Useful===&lt;br /&gt;
These organisations do provide services to X-Com, but they can be played around without much difficulty.&lt;br /&gt;
*&#039;&#039;&#039;Superdynamics&#039;&#039;&#039; - Provides aircraft engines, fuel, and the Cargo Module. They&#039;re only &amp;quot;Useful&amp;quot;, rather than &amp;quot;Important&amp;quot;, because all aircraft come with pre-installed engines and you start with enough fuel to last the entire game. You do lose out on the SD Special, though, which means that any further Hawks you buy won&#039;t be at their best in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you unlock the Explorer, since that has a built-in engine. The Bio-Trans has free Cargo Modules, too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;General Metro&#039;&#039;&#039; - Provides road engines (which aren&#039;t much use) and the Passenger Module (which is quite useful, albeit only in small quantities).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have enough Passenger Modules for your Bio-Trans. You shouldn&#039;t ever lose it unless things have gone really sideways, so there&#039;s no need for more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solmine&#039;&#039;&#039; - Sells only one item, Elerium. Elerium fuels the Lineage Plasma Cannon, which is the best craft weapon before Medium Disruptors. However, Elerium is commonly found as loot from raids, so you can work around a hostile Solmine quite easily (missile launchers are also quite decent alternatives).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you get Retaliators (which can mount Medium Disruptors in all three slots) or anytime prior as long as you&#039;re willing to go on frequent raids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanotech&#039;&#039;&#039; - Nanotech&#039;s on the cusp of being &amp;quot;Important&amp;quot;, because the Medi-Kit they sell is actually rather good. However, critical wounds aren&#039;t all that common in Apocalypse, it&#039;s fairly rare to actually lose a Medi-Kit, and a wounded soldier can be saved by evacuating them, so you can make do without them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutant Alliance&#039;&#039;&#039; - The Mutant Alliance provides Sectoid hybrids for recruitment. Hybrids are the only agents that can use psionics effectively, and even make better soldiers than humans after enough training (as they have the same physical stat caps, but can also become nearly immune to psionics). The problems are that psionics just aren&#039;t very good against aliens and that hybrids take a huge amount of training to reach their potential.&lt;br /&gt;
&lt;br /&gt;
:Like S.E.L.F., the Mutant Alliance needs to actually like you, rather than just not be hostile, to provide their services.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never. The second Alien Dimension mission, however, will switch the Mutant Alliance to Allied, so if that&#039;s imminent you probably don&#039;t want to bother paying them off.&lt;br /&gt;
&lt;br /&gt;
===Irrelevant===&lt;br /&gt;
These organisations either don&#039;t provide anything, or provide only things that are largely irrelevant. Hostilities with these only have the usual consequence of occasional base raids (and air attacks, if they&#039;re a gang or have been infiltrated). Some of them are allied to more important organisations, though, so you might want to avoid gratuitous damage to those.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cult of Sirius&#039;&#039;&#039; - Useless. Also moot, since unless the Aliens accidentally level their temple with an Overspawn they&#039;ll always be hostile.&lt;br /&gt;
*&#039;&#039;&#039;Cyberweb&#039;&#039;&#039; - Weapons Control systems don&#039;t let you lead targets, so they&#039;re useless. The Missile Evasion Matrix doesn&#039;t seem to work. Allied with S.E.L.F., though.&lt;br /&gt;
*&#039;&#039;&#039;Sensovision&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Lifetree&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Nutrivend&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Evonet&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary Clinic&#039;&#039;&#039; - Useless. Allied with Nanotech, though.&lt;br /&gt;
*&#039;&#039;&#039;Energen&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Synthemesh&#039;&#039;&#039; - Useless. They appear to repair your buildings even if hostile.&lt;br /&gt;
*&#039;&#039;&#039;Gravball League&#039;&#039;&#039; - Useless. There&#039;s a rumour that they increase the number of humans for hire, but I think that&#039;s an urban legend.&lt;br /&gt;
*&#039;&#039;&#039;Psyke&#039;&#039;&#039; - Produces Psiclone. However, you never need to buy Psiclone, only sell it, and you can do that even when the manufacturer&#039;s hostile.&lt;br /&gt;
*&#039;&#039;&#039;Diablo&#039;&#039;&#039; - Produces the Incendiary Grenade, but the Auto-Cannon and Minilauncher are better at that anyway. Does perform frequent and large raids, but with Security Stations that&#039;s just more free money.&lt;br /&gt;
*&#039;&#039;&#039;Osiron&#039;&#039;&#039; - Useless. They launch huge raids, but that&#039;s about it.&lt;br /&gt;
*&#039;&#039;&#039;Extropians&#039;&#039;&#039; - Useless. Allied with Marsec and Solmine, though.&lt;br /&gt;
*&#039;&#039;&#039;Technocrats&#039;&#039;&#039; - Useless.&lt;br /&gt;
&lt;br /&gt;
==Calcinite appearance chance==&lt;br /&gt;
You might wonder why I&#039;m making a table listing the chance of a Calcinite appearing in TFTD. Well, there are a few aliens that are important to encounter in TFTD - here&#039;s a list of why they&#039;re important and where you can guarantee encountering them:&lt;br /&gt;
&lt;br /&gt;
*Deep One corpse for Aqua Plastics and live capture for Ion Armour (guaranteed at first Terror Site, since it&#039;s always Gill Men)&lt;br /&gt;
*Lobster Man Commander live capture for T&#039;Leth, the Alien&#039;s City (guaranteed in Alien Colonies)&lt;br /&gt;
*Tasoth live capture for M.C. Disruptor (guaranteed in Alien Colonies)&lt;br /&gt;
*Gill Man corpse for Thermic Lance (guaranteed at first Terror Site)&lt;br /&gt;
*Calcinite corpse for Vibroblade (guaranteed... &#039;&#039;&#039;nowhere&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
That&#039;s right, Calcinites are the one important alien that isn&#039;t guaranteed to show up. What&#039;s worse, they&#039;re &#039;&#039;rare&#039;&#039;. Calcinites only appear on Aquatoid and Mixed Crew missions above water (i.e. Port/Island/Ship terror attacks and Base Defences). On my playthrough of TFTD on Superhuman, the damned things never appeared once in the entire game, until eventually I gave in, abandoned my &amp;quot;no psi&amp;quot; rule and used M.C. Disruptors to hit a colony and win. So, here&#039;s a table of how likely the terror mission for the month is to have Calcinites (this doesn&#039;t take into account retaliation, &#039;tis true, but early on an Aquatoid Base Defence is insanely hard and later on it can be difficult to provoke one). There&#039;s also a cumulative chance that, by the end of the month, you will have encountered Calcinites at some point. I&#039;ll only go up to May 2041, because things get complicated to calculate after that (there&#039;s a possibility that the aliens will run out of Artefact Sites).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month!!Chance!!Cumulative Chance&lt;br /&gt;
|-&lt;br /&gt;
!January 2040&lt;br /&gt;
|0%||0%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|20%||20%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|20%||36%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|26%||52.6%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|26%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!June&lt;br /&gt;
|13%||69.5%&lt;br /&gt;
|-&lt;br /&gt;
!July&lt;br /&gt;
|15%||74.1%&lt;br /&gt;
|-&lt;br /&gt;
!August&lt;br /&gt;
|15%||78.0%&lt;br /&gt;
|-&lt;br /&gt;
!September&lt;br /&gt;
|15%||81.3%&lt;br /&gt;
|-&lt;br /&gt;
!October&lt;br /&gt;
|19%||84.8%&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|19%||87.7%&lt;br /&gt;
|-&lt;br /&gt;
!December&lt;br /&gt;
|19%||90.0%&lt;br /&gt;
|-&lt;br /&gt;
!January 2041&lt;br /&gt;
|19%||91.9%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|19%||93.5%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|19%||94.7%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|19%||95.7%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|19%||96.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That&#039;s right: while you&#039;ve got an even chance to get drills by May, there&#039;s a one-in-five chance of no drills by September (when alien loadouts finalise, and DPL Lobster Men become way too common) and a one-in-ten chance of having to wait for the new year. RNG, ho!&lt;br /&gt;
&lt;br /&gt;
==Accuracy in Apocalypse==&lt;br /&gt;
&lt;br /&gt;
You may have been rather perplexed by the total lack of hard numbers on accuracy in Apoc. Unlike other games, there&#039;s just a highly-inexact accuracy bar. Well, fear not. I&#039;m going to explain what&#039;s going on, as best I&#039;ve been able to figure out (from [https://pastebin.com/PuSSyziU this] code dig - a big thankyou to Skin36 and OpenApoc - and from my own substantial in-game testing).&lt;br /&gt;
&lt;br /&gt;
===Accuracy formula===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the accuracy formula that Apocalypse uses. There are quite a few terms, so buckle up.&lt;br /&gt;
&lt;br /&gt;
*Agent inaccuracy term&lt;br /&gt;
**Start with the agent&#039;s inaccuracy (the value in the data files, 100-displayed accuracy).&lt;br /&gt;
**Multiply by 1.4 if both the agent&#039;s hands are full and &#039;&#039;either&#039;&#039; of the wielded items is over 2x2.&lt;br /&gt;
**Movement modes (in real-time; I haven&#039;t exhaustively tested TB, but I know it&#039;s different):&lt;br /&gt;
***If running, crawling, or run-flying, you cannot fire, so it doesn&#039;t matter what your accuracy is.&lt;br /&gt;
***If walking, multiply by 1.25.&lt;br /&gt;
***If standing, multiply by 0.8.&lt;br /&gt;
***If kneeling, multiply by 0.64 (0.8*0.8).&lt;br /&gt;
***If prone, multiply by 0.48 (0.6*0.8).&lt;br /&gt;
***If walk-flying, multiply by 1.4375 (1.25*1.15).&lt;br /&gt;
***If stand-flying, kneel-flying or prone-flying, multiply by 0.92 (0.8*1.15).&lt;br /&gt;
***If crawl-flying, multiply by... I&#039;m not even sure. I know it&#039;s lower (better) than walking, but higher (worse) than stand-flying. My guess based on the numbers in that dump is either 1.15 (1*1.15, or 1.25*0.8*1.15) or 1.0925 (0.95*1.15), but in-game testing doesn&#039;t have the precision to tell them apart.&lt;br /&gt;
**Shooting modes:&lt;br /&gt;
***If aimed, multiply by 0.5.&lt;br /&gt;
***If snap, multiply by 1.&lt;br /&gt;
***If auto, multiply by 2.&lt;br /&gt;
*Weapon inaccuracy term&lt;br /&gt;
**Weapon&#039;s inaccuracy (100-displayed accuracy) divided by 2.&lt;br /&gt;
*Lost health term&lt;br /&gt;
**100*(lost health/current health). Note that this gets absurdly large if your agent is on very low health.&lt;br /&gt;
*Critical wound term&lt;br /&gt;
**For X-COM Agents and most enemies, this is 150 if the arm with the weapon is wounded and 0 otherwise. (I don&#039;t think a bodypart can have multiple wounds.)&lt;br /&gt;
**Some aliens don&#039;t have separate bodyparts; for those, this is 100*wounds.&lt;br /&gt;
*Berserk term&lt;br /&gt;
**This is 200 if berserk and 0 otherwise.&lt;br /&gt;
*Cloaking term&lt;br /&gt;
**If the target is cloaked (has a Personal Cloaking Field in hand), this is 2000/(distance + 3). Otherwise, it&#039;s 0.&lt;br /&gt;
*Summation of terms&lt;br /&gt;
**Add up (agent inaccuracy)^2 + (weapon inaccuracy)^2 + (health term)^2 + (wound term)^2 + (berserk term)^2 + (cloaking term)^2.&lt;br /&gt;
**Take the square root, and round down. This is the final inaccuracy rating of the shot.&lt;br /&gt;
**98+ inaccuracy corresponds to a completely-empty &amp;quot;accuracy bar&amp;quot;; a hypothetical 0 inaccuracy would correspond to a completely-full &amp;quot;accuracy bar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===So a shot with 40 inaccuracy is 60% accurate?===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
There is no hit/miss test in Apocalypse. The inaccuracy rating is converted &#039;&#039;directly&#039;&#039; into the shot spread - a higher inaccuracy rating means a bigger spread. The actual chance to hit is determined by how much of that spread ends up hitting the target - this is going to vary dramatically depending on the target&#039;s cross-section, the distance to the target, and the presence or absence of cover obscuring parts of the target.&lt;br /&gt;
&lt;br /&gt;
(The high complexity of figuring this out, even neglecting cover, is presumably why Apocalypse is so cagey about giving you numbers.)&lt;br /&gt;
&lt;br /&gt;
I am not sure of the precise details of how the spread is generated, but I &#039;&#039;think&#039;&#039; that, for large inaccuracies and small targets, halving the inaccuracy should give you 4x the hit rate (as the spread will be half as wide and contain 1/4 the area). This doesn&#039;t hold if you&#039;re already hitting most of the time, however - obviously, your actual chance to hit can&#039;t go above 100%.&lt;br /&gt;
&lt;br /&gt;
===Consequences of this===&lt;br /&gt;
There are a few results here that bear mentioning.&lt;br /&gt;
*All the modifiers from movement, dual-wielding and shot mode &#039;&#039;only affect the agent inaccuracy term&#039;&#039;. This means that if the agent inaccuracy term is negligible (i.e., your agent has very high Accuracy), these become much less important. Let&#039;s do a worked example, with an Accuracy 20 and Accuracy 90 soldier both firing a Megapol Auto Cannon (accuracy 40), and assuming no special circumstances (full health, no cloaking or berserk).&lt;br /&gt;
**If the Accuracy 20 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((80*0.48*0.5)^2 + 30^2) = 35.&lt;br /&gt;
**If the Accuracy 20 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((80*1.4*1.25*2)^2 + 30^2) = 281.&lt;br /&gt;
**If the Accuracy 90 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((10*0.48*0.5)^2 + 30^2) = 30.&lt;br /&gt;
**If the Accuracy 90 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((10*1.4*1.25*2)^2 + 30^2) = 46.&lt;br /&gt;
:The Accuracy 20 soldier is going to be shooting all over the place if he doesn&#039;t pay attention to these modifiers, so much so that firing 8x as fast will still result in less hits. The Accuracy 90 soldier might hit half as often (at long range), but that&#039;s still 4x as many hits, and he gets more mobility to boot. This is a very nice emergent effect from the formula - well-trained soldiers can pull off cool stunts that rookies can&#039;t.&lt;br /&gt;
*In real-time mode, you should pretty much always dual-wield unless you can&#039;t afford (or can&#039;t get) the extra gun. Dual-wielding two-handed weapons in aimed mode ultimately gives a 0.7x modifier to agent inaccuracy (1.4*0.5), but single-wielding in snap mode - at the same rate of fire - gives a 1x modifier (i.e. strictly worse). Likewise, dual-wielding two-handed weapons in snap mode gives a 1.4x modifier, but single-wielding in auto mode gives 2x. However, because you get the two-handed penalty if &#039;&#039;either&#039;&#039; of your weapons is two-handed, you should generally give agents either two two-handed weapons or two one-handed weapons (not one of each).&lt;br /&gt;
*Because there&#039;s always a shot spread, anything you can do to cut down your cross-section (kneeling, crawling/prone, cover) will directly reduce how often you get hit. Since the first two &#039;&#039;also&#039;&#039; increase your own accuracy, they&#039;re critically important in a firefight and you should basically always be doing one of them unless you&#039;re moving or you need the elevated shooting position (to shoot over cover). The advantages of kneeling over prone are that a kneeling soldier can turn freely (a prone soldier has to get up to turn - not good in close quarters!) and that a kneeling soldier takes up less space (e.g. in a firing line) - but prone is better on the numbers in a long-range slugfest in open terrain  (e.g. the upper floor of a Procreation Park, some Corporate HQ maps, much of the Alien Dimension)&lt;br /&gt;
&lt;br /&gt;
==Weapon Effectiveness (UFO)==&lt;br /&gt;
Finally decided to do at least some of these; I want to get hard data regarding rifles vs. HC/AC, and regarding Cyberdiscs and Sectopods in particular. Note that these calculations render Spike&#039;s Firepower Tables obsolete, at least as far as they go, as the latter do not consider max-health and thus sometimes give nonsense numbers like 0.5 Blaster Bombs being required to kill a Sectopod.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectoid Soldier (health 30, front armour 4, under armour 2)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Average damage&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-30||19.0||35.8%||76.4%||93.6%||98.6%||99.7%||100.0%||Snap||42%||83.9||Snap||35.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-30||20.4||44.3%||82.2%||95.8%||99.2%||99.9%||100.0%||Auto*||24.5%||97.6||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-30||24.8||69.9%||94.8%||99.3%||99.9%||100.0%||100.0%||Snap||42%||106.9||Snap||44.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||24-30||29.6||88.7%||100%||-||-||-||-||Snap||42%||87.5||Snap||36.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-30||23.1||60.0%||90.8%||98.5%||99.8%||100.0%||100.0%||Auto||22.4%||104.5||Auto||40.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||20-30||28.8||77.8%||100%||-||-||-||-||Auto*||22.4%||87.8||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-30||23.7||63.4%||92.3%||98.8%||99.9%||100.0%||100.0%||Auto||19.6%||71.0||Auto||25.3&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-30||25.2||71.9%||95.5%||99.5%||99.9%||100.0%||100.0%||Auto*||32.2%||60.2||Snap||33.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-30||26.6||80.1%||97.7%||99.8%||100.0%||100.0%||100.0%||Snap||35%||115.4||Snap||40.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-30||24.4||67.6%||94.0%||99.2%||99.9%||100.0%||100.0%||Auto||35%||51.6||Auto||30.2&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-30||26.4||78.9%||97.4%||99.8%||100.0%||100.0%||100.0%||Auto*||38.5%||53.4||Auto||36.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-30||27.5||85.3%||98.8%||99.9%||100.0%||100.0%||100.0%||Auto*||35%||53.0||Snap||34.8&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-30||27.1||82.3%||98.2%||99.9%||100.0%||100.0%||100.0%||Aimed||77%||116.5||Snap||47.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||23-30||29.5||86.3%||100%||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;85.3&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||30-30||30.0||100%||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||25.5||74.0%||95.8%||99.5%||99.9%||100.0%||100.0%||n/a||n/a||n/a||Melee||39.2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at 114+/100+ (Rifle), never/111+ (AC-HE), 123+/107+ (Laser Rifle), 100+/87+ (Plasma Rifle), 117+/101+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Floater Soldier (health 35, front armour 8, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg. dmg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!rowspan=&amp;quot;2&amp;quot;|7-hit kill!!rowspan=&amp;quot;2&amp;quot;|8-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-35||17.8||18.9%||58.1%||82.9%||94.0%||98.1%||99.5%||99.9%||100.0%||Snap||42%||106.5||Snap||44.7&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-35||20.1||29.5%||68.3%||88.8%||96.6%||99.1%||99.8%||99.9%||100.0%||Auto*||24.5%||116.0||Auto||39.0&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-35||26.9||61.9%||90.8%||98.2%||99.7%||100.0%||100.0%||100.0%||100.0%||Snap||42%||117.4||Snap||49.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-35||30.6||60.4%||99.5%||100%||-||-||-||-||-||Snap||42%||110.1||Snap||46.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-35||24.3||49.4%||83.7%||95.9%||99.1%||99.8%||100.0%||100.0%||100.0%||Auto||22.4%||116.8||Auto||41.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-35||27.8||44.4%||95.6%||100.0%||100%||-||-||-||-||Auto||22.4%||109.4||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-35||34.3||86.8%||100%||-||-||-||-||-||-||Aimed||80.5%||105.4||Snap||50.9&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-35||25.2||53.8%||86.4%||96.8%||99.4%||99.9%||100.0%||100.0%||100.0%||Auto||19.6%||78.6||Auto||25.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-35||27.5||64.5%||92.0%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||Auto*||32.2%||64.2||Auto||34.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-35||29.7||74.9%||96.0%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||Snap||35%||122.3||Snap||42.8&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-35||26.3||59.0%||89.3%||97.8%||99.6%||99.9%||100.0%||100.0%||100.0%||Auto||35%||55.6||Auto||30.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-35||29.3||73.3%||95.5%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto*||38.5%||55.7||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-35||31.1||81.4%||97.8%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto*||35%||54.6||Auto||35.1&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-35||29.2||74.0%||95.1%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||128.4||Snap||52.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-35||30.0||56.9%||98.9%||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;108.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-35||33.9||83.1%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;87.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-35||35.0||97.8%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-35||28.1||67.2%||92.7%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||42.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at never/125 (Rifle), never/116+ (Laser Rifle), 107+/93-112 (Plasma Rifle), 122+/106+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Snakeman===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Snakeman Soldier (health 45, front armour 20, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|11HK!!rowspan=&amp;quot;2&amp;quot;|12HK!!rowspan=&amp;quot;2&amp;quot;|13HK!!rowspan=&amp;quot;2&amp;quot;|14HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|16HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-32||10.0||0%||9.5%||27.8%||48.0%||65.3%||78.3%||87.1%||92.6%||95.9%||97.8%||98.8%||99.4%||99.7%||99.9%||99.9%||100.0%||Snap||42%||214.3||Snap||90.0&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-40||13.4||0%||20.5%||45.9%||66.8%||81.2%||89.9%||94.8%||97.5%||98.8%||99.4%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||204.8||Auto||57.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-45||27.9||42.5%||75.6%||91.2%||97.1%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||153.1||Snap||64.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-45||35.6||41.5%||96.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Snap||42%||127.7||Snap||53.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-45||22.2||23.5%||56.9%||79.2%||91.0%||96.3%||98.6%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||165.7||Auto||48.9&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-45||31.0||22.2%||87.0%||99.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Auto||22.4%||127.4||Auto||40.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-45||42.2||73.7%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||117.7||Snap||56.8&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||38-45||44.7||93.1%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||99.6||Snap||48.1&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-45||24.2||30.1%||64.0%||84.1%||93.7%||97.7%||99.2%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||107.1||Auto||29.2&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-45||29.0||46.3%||78.7%||92.8%||97.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||77.7||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-45||33.7||62.0%||89.3%||97.4%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||143.2||Snap||50.1&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-45||26.6||38.1%||71.7%||89.0%||96.1%||98.7%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||70.0||Auto||33.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-45||33.0||59.6%||88.0%||96.9%||99.3%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||62.8||Auto||37.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-45||36.6||71.9%||94.2%||99.0%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||58.9||Auto||35.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-45||36.0||68.5%||93.1%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||136.3||Snap||56.0&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-45||34.6||37.3%||94.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;126.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-45||41.4||69.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;98.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||43-45||45.0||98.2%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-45||44.1||86.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;84.9&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||45-45||45.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-45||30.2||50.4%||81.1%||93.8%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||53.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
====Soldier====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ethereal Soldier (health 55, front armour 35, under armour 35)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-17||2.9||0%||0%||0.0%||0.2%||1.1%||2.8%||5.7%||9.8%||15.0%||21.2%||56.8%||82.5%||94.3%||98.4%||99.6%||99.9%||100.0%||Snap||42%||655.8||Snap||275.4&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-25||5.3||0%||0%||1.7%||6.1%||13.3%||22.5%||32.8%||43.4%||53.6%||62.7%||90.5%||98.3%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||477.7||Auto||125.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-55||24.3||20.4%||49.6%||71.7%||85.4%||92.8%||96.6%||98.5%||99.3%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||224.9||Snap||94.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||0-43||17.8||0%||22.5%||55.5%||79.2%||91.6%||97.0%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||279.3||Snap||117.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-49||14.4||0%||15.7%||36.5%||55.9%||71.1%||81.9%||89.1%||93.6%||96.3%||98.0%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||289.7||Auto||74.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||0-31||11.0||0%||3.3%||19.7%||42.7%||63.8%||79.3%||89.0%||94.5%||97.4%||98.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||318.2||Auto||81.5&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||2-55||36.2||30.3%||79.6%||96.8%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100%||-||-||-||-||-||-||-||Aimed||80.5%||180.4||Snap||87.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||15-55||46.9||60.4%||97.5%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||132.4||Snap||63.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-55||17.7||3.2%||25.5%||49.3%||68.1%||81.0%||89.2%||94.1%||96.8%||98.4%||99.2%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||176.7||Auto||40.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-55||26.4||25.6%||56.0%||77.0%||88.9%||94.9%||97.8%||99.1%||99.6%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||103.9||Auto||42.6&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-55||34.7||47.4%||78.0%||91.8%||97.2%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||176.2||Snap||61.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-55||22.0||14.3%||41.6%||64.8%||80.4%||89.7%||94.8%||97.5%||98.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||101.5||Auto||42.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-55||33.5||44.1%||75.2%||90.2%||96.4%||98.8%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||74.5||Auto||39.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-55||40.0||61.0%||87.9%||96.7%||99.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||65.3||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||80%||0-55||31.0||37.6%||68.1%||85.4%||93.8%||97.5%||99.0%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||213.5||Snap||87.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||0-40||16.1||0%||16.8%||47.1%||72.4%||87.5%||94.9%||98.1%||99.3%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;288.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||0-55||33.3||22.5%||72.6%||94.3%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;158.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||20-55||49.3||68.5%||99.4%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;99.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||10-55||43.6||50.5%||93.6%||99.8%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;117.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||55-55||55.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||80%||0-55||21.8||13.7%||39.2%||61.5%||77.3%||87.3%||93.1%||96.4%||98.2%||99.1%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||100.5&lt;br /&gt;
|}&lt;br /&gt;
====Leader====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ethereal Leader (health 55, front armour 40, under armour 40)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-12||1.5||0%||0%||0%||0.0%||0.0%||0.1%||0.2%||0.6%||1.1%||2.0%||13.3%||34.6%||58.0%||76.5%||88.3%||94.7%||99.1%||Snap||42%||1063.5||Snap||446.7&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-20||3.4||0%||0%||0.2%||1.0%||2.8%||6.0%||10.6%||16.5%||23.3%||30.7%||66.5%||87.9%||96.4%||99.1%||99.8%||100.0%||100.0%||Auto||24.5%||670.8||Auto||173.2&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-55||21.9||15.9%||42.3%||64.6%||79.7%||89.0%||94.3%||97.1%||98.6%||99.3%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||251.3||Snap||105.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||0-38||14.0||0%||11.6%||36.1%||60.5%||78.3%||89.1%||94.9%||97.7%||99.0%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||340.5||Snap||143.0&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-44||11.6||0%||9.8%||25.4%||42.4%||57.9%||70.4%||79.9%||86.8%||91.5%||94.6%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||340.5||Auto||86.1&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||0-26||7.8||0%||0.0%||5.8%||18.4%||34.9%||51.7%||66.3%||77.7%||85.9%||91.4%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||417.6||Auto||104.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||0-55||32.6||23.7%||70.4%||92.4%||98.5%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||200.5||Snap||96.9&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||10-55||44.8||55.4%||94.8%||99.9%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||139.6||Snap||67.4&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-52||14.8||0%||16.6%||37.5%||56.4%||71.2%||81.7%||88.7%||93.3%||96.1%||97.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||205.4||Auto||46.4&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-55||24.1||21.5%||49.7%||71.1%||84.6%||92.2%||96.2%||98.2%||99.2%||99.6%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||113.2||Auto||45.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-55||33.1||44.4%||74.8%||89.8%||96.1%||98.6%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||185.7||Snap||65.0&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-55||19.4||9.5%||33.2%||55.8%||72.8%||84.1%||91.1%||95.2%||97.4%||98.7%||99.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||114.0||Auto||46.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-55||31.8||41.0%||71.6%||87.7%||95.1%||98.1%||99.3%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||78.0||Auto||40.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-55||38.8||58.9%||86.2%||95.9%||98.8%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||67.0||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||80%||0-55||29.1||34.3%||63.8%||81.9%||91.5%||96.2%||98.4%||99.3%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||228.9||Snap||94.0&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||0-35||12.4||0%||7.3%||27.6%||51.0%||70.3%||83.5%||91.5%||95.8%||98.1%||99.1%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;357.3&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||0-55||29.4||15.5%||61.5%||87.6%||96.9%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;179.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||15-55||47.6||64.0%||97.9%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;103.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||5-55||41.0||45.1%||89.1%||99.1%||100.0%||100.0%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;125.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||55-55||55.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||80%||0-55||19.2||9.2%||30.9%||52.4%||69.2%||81.0%||88.7%||93.4%||96.3%||97.9%||98.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||115.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cyberdisc (health 120, front armour 34, under armour 34)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||80%||0-7||0.7||0%||0%||0%||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.6%||3.4%||11.0%||24.1%||57.8%||Snap||42%||2115.1||Snap||888.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||80%||0-14||2.0||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||1.8%||13.2%||36.9%||63.1%||82.2%||92.7%||99.1%||Auto||24.5%||1366-1415||Auto||346.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||80%||0-55||17.1||0%||0%||4.9%||16.8%||33.2%||50.4%||65.4%||77.2%||85.6%||91.3%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||539.6||Snap||226.6&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||60%||0-30||3.6||0%||0%||0.0%||0.0%||0.7%||4.8%||15.3%||32.0%||50.9%||67.8%||98.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||762.8||Snap||320.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||80%||0-33||8.1||0%||0%||0%||0.2%||1.5%||4.9%||10.9%||19.3%||29.5%||40.6%||83.7%||97.4%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||718.6||Auto||171.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||60%||0-5||0.6||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.6%||8.4%||28.8%||53.8%||74.1%||86.9%||97.3%||Auto||22.4%||1839-1900||Auto||425.4&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||60%||0-120||39.4||0.0%||28.6%||83.8%||98.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||269.5||Snap||130.2&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||60%||0-120||94.3||33.0%||98.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||157.2||Snap||75.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-58||18.4||0%||0.1%||6.8%||21.0%||39.0%||56.4%||70.8%||81.5%||88.8%||93.5%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||284.6||Auto||62.6&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-86||30.9||0%||12.2%||36.0%||59.5%||76.9%||87.8%||94.0%||97.2%||98.7%||99.4%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||165.7||Auto||60.4&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-120||53.7||9.9%||45.9%||73.5%||88.6%||95.5%||98.4%||99.4%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||272.4||Snap||95.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-70||23.7||0%||3.5%||18.4%||39.2%||59.1%||74.7%||85.3%||91.9%||95.7%||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||163.3||Auto||63.5&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-120||49.6||4.3%||39.0%||68.3%||85.5%||94.0%||97.7%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||109.3||Auto||48.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-120||70.9||33.3%||70.4%||89.3%||96.6%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||83.1||Auto||38.9&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-120||113.6||84.1%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||113.3||Snap||46.5&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||60%||0-26||2.3||0%||0%||0.0%||0.0%||0.0%||0.5%||2.6%||8.3%||18.1%||31.3%||86.9%||98.8%||99.9%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;913.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||60%||0-107||29.9||0%||9.6%||60.4%||92.3%||99.1%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;254.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||60%||0-120||107.4||59.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;105.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||60%||0-120||74.7||9.6%||89.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;151.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||60%||113-120||120.0||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-96||35.5||0%||15.7%||40.0%||62.2%||78.2%||88.2%||94.0%||97.0%||98.6%||99.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||128.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
====Front====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, front armour 145, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||19.6%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-35||3.5||0%||0%||0.0%||0.1%||0.4%||0.9%||1.7%||2.8%||4.3%||6.2%||20.6%||39.9%||58.8%||73.9%||84.5%||91.3%||97.6%||Auto||32.2%||868-904||Auto||291.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||23.4||5.8%||19.0%||34.3%||48.7%||61.1%||71.2%||79.1%||85.0%||89.4%||92.6%||98.9%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||499.0||Snap||174.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||38.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-39||4.1||0%||0%||0.1%||0.4%||1.0%||1.9%||3.4%||5.3%||7.7%||10.5%||29.9%||51.7%||70.1%||83.0%||90.9%||95.4%||99.0%||Auto||35%||719-753||Auto||263.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||n/a||n/a||n/a||Melee||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rear====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, rear armour 100, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-12||0.7||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.1%||0.4%||1.4%||3.5%||7.1%||19.7%||Snap||42%||5460.5||Snap||2293.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-38||5.3||0%||0%||0.2%||0.8%||2.0%||4.1%||7.0%||10.8%||15.3%||20.5%||49.7%||73.9%||88.3%||95.3%||98.3%||99.4%||99.9%||Auto||19.6%||716.1||Auto||147.1&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-80||17.9||0%||7.6%||19.7%||33.5%||47.0%||59.1%||69.2%||77.2%||83.5%||88.2%||98.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||236.9||Auto||83.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||40.2||23.4%||49.0%||68.7%||81.8%||89.8%||94.5%||97.1%||98.5%||99.2%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||281.6||Snap||98.6&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-28||3.0||0%||0%||0%||0.0%||0.1%||0.3%||0.6%||1.2%||2.1%||3.3%||15.4%||34.8%||55.4%||72.5%||84.4%||91.8%||98.1%||Auto||38.5%||794-826||Auto||317.9&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-84||19.1||0%||8.8%||22.2%||36.9%||50.8%||62.8%||72.6%||80.2%||86.0%||90.2%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||214.9||Auto||82.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||3.5||0%||0%||0%||0.0%||0.0%||0.1%||0.3%||0.6%||1.1%||1.7%||9.0%||23.0%||40.5%||57.8%||72.1%||82.7%||94.3%||n/a||n/a||n/a||Melee||893.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121348</id>
		<title>User:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121348"/>
		<updated>2025-03-31T13:43:50Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: /* Cyberdisc */ adding Ethereal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi.&lt;br /&gt;
&lt;br /&gt;
1) It&#039;s a pun on my interest in fantasy novels and fungi. I don&#039;t use, sell or possess hallucinogenic drugs (though I do think they should be legalised).&lt;br /&gt;
&lt;br /&gt;
2) I tend to be a [https://en.wikipedia.org/wiki/Wikipedia:WikiOgre WikiOgre]. Don&#039;t be surprised if you wake up one day and the &amp;quot;Recent changes&amp;quot; list is all me.&lt;br /&gt;
&lt;br /&gt;
3) I now have admin permissions. Give me a yell if you want something done that requires those permissions (most obviously deleting pages).&lt;br /&gt;
&lt;br /&gt;
==Accomplishments==&lt;br /&gt;
Comma indicates same run. Semicolon separates runs. All are without exploits, except Research Rollover (which is hard to avoid).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO: Enemy Unknown:&#039;&#039;&#039; Superhuman, Iron Man, no Psi-Amps, June 1 Cydonia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror from the Deep:&#039;&#039;&#039; Superhuman, Iron Man.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Com: Apocalypse:&#039;&#039;&#039; Superhuman, Iron Man, no Toxigun, no infiltration graph.&lt;br /&gt;
&lt;br /&gt;
==Battleship Farming==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure whether this deserves its own page, so I&#039;m putting it here.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a little trick I discovered to obtain huge amounts of money and points and fair amounts of Elerium in UFO (it should also work in TFTD but Leviathans and Bombardment Shields are much harder to obtain).&lt;br /&gt;
You will need: 1 or more [[Avenger]]s, [[Plasma Beam]]s, [[Fusion Ball Defences]], [[Grav Shield]], [[Hyper-Wave Decoder]].&lt;br /&gt;
&lt;br /&gt;
How to execute:&lt;br /&gt;
&lt;br /&gt;
1) Intercept lots of UFOs. You were doing that anyway, right?&lt;br /&gt;
&lt;br /&gt;
2) When scouts start appearing with the mission (obtained via Hyper-Wave Decoder) of &amp;quot;Alien Retaliation&amp;quot;, leave them alone.&lt;br /&gt;
&lt;br /&gt;
3) Build six or more Fusion Ball Defences and a Grav Shield. Don&#039;t build a Mind Shield at the base that you&#039;re using for this trick.&lt;br /&gt;
&lt;br /&gt;
4) When Battleships start appearing, shoot them down and recover them with Avengers.&lt;br /&gt;
&lt;br /&gt;
5) Enjoy your points (likely just shy of 1000), money (2 million or more), and Elerium ([[UFO_Crash_Recovery#Power_Source_Explosions_and_Elerium_Recovery|around 50]])!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason I call this a &amp;quot;trick&amp;quot; is that it&#039;s a way to generate artificially high UFO numbers in order to give you something to shoot at. Alien Retaliation missions that have found your base will not ever end until a Base Defence mission is forced - they will not end on Battleship interception and they will not end if the Battleship is destroyed by your base defences. Here, the Battleships will be turned into confetti by your defences even if they are not intercepted (12 shots of Fusion Balls vs. 3 required to kill it gives 0.0009% odds of making it through - less than 1 in 100,000 will survive), so you&#039;re guaranteed a constant and plentiful supply (this is necessary because Avengers are usually damaged by fighting Battleships and as such all of them might still be damaged when a new Battleship appears). It&#039;s probably a good idea to keep a lot of Avengers in the base if you want to keep this up for a while, since a single Avenger will be in repairs for almost a month after destroying a Battleship (remember to transfer the crews to undamaged ones).&lt;br /&gt;
&lt;br /&gt;
I find this to be a valid alternative to waylaying Supply Ships for Elerium (allowing the prompt destruction of the associated bases). By the time you have Avengers and Fusion Ball Defences, money and points are largely irrelevant, though it can still be fun to see five-digit scores at the end of a month.&lt;br /&gt;
: Good trick. It highlights the fact that Retaliation mission logic is dumb and inflexible, which is a design flaw. Also that Battleships are too weak (I made some suggestions on my Talk page for making them tougher )&lt;br /&gt;
: Would you add this to the [[Exploits]] section do you think?  [[User:Spike|Spike]] 20:25, 11 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s a much more minor exploit than most of the ones on that page. Supply Ship piracy is just as exploitative, it&#039;s just better known. Where would it go, anyway? [[User:Magic9mushroom|Magic9mushroom]] 01:53, 12 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==My UFO Masterplan==&lt;br /&gt;
&lt;br /&gt;
Figured I might as well post it. Feel free to criticise.&lt;br /&gt;
&lt;br /&gt;
Initial base goes in Europe (Czechoslovakia). I immediately build a second in the USA (around North Dakota). Layout of the second base (and all later bases) follows:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|dirt|dirt|hangar1|hangar2|lift|=&lt;br /&gt;
|dirt|dirt|dirt|hangar3|hangar4|large_radar|=}}&lt;br /&gt;
(The Living Quarters obviously have to wait for the General Stores to complete.)&lt;br /&gt;
&lt;br /&gt;
Note a few things about this design:&lt;br /&gt;
&lt;br /&gt;
1) The key facilities for an interception base (hangar, radar, general stores) are all available to construct immediately, with no delay.&lt;br /&gt;
&lt;br /&gt;
2) This base design supports perfect base defence - a single choke point between alien spawns and X-Com spawns, and all firefights in indestructible modules - though it may not, at first, appear so. See, the Base Disjoint Bug blocks the Hangar/Large Radar, Large Radar/Access Lift, and Access Lift/General Stores doors, so the only route the aliens can take is through the door between the Hangar and Living Quarters.&lt;br /&gt;
&lt;br /&gt;
3) A design like this has fewer squares left empty than a normal base supporting perfect defence. When fully decked-out, it looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|fusion|fusion|grav|fusion|quarters|workshop|=&lt;br /&gt;
|fusion|fusion|psi|workshop|quarters|workshop|=&lt;br /&gt;
|fusion|workshop|quarters|quarters|stores|stores|=&lt;br /&gt;
|fusion|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|hangar1|hangar2|hangar1|hangar2|lift|=&lt;br /&gt;
|workshop|hangar3|hangar4|hangar3|hangar4|hyperwave|=}}&lt;br /&gt;
Note that only 4 squares are left empty, but there&#039;s still a single choke point. You can&#039;t do that for 2 hangars without using the BDB (a similar design has only 2 squares left empty for a single hangar, but then you risk the aliens overflowing their spawn points).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initial base gets overhauled with a second hangar up top replacing the two at the bottom and living quarters moved out of where it is. I also immediately build Alien Containment and a Large Radar there. Initial Skyranger load is 10 soldiers, one tank, using the weapons you start with (preference for those with autofire). Interceptors are immediately upgraded to twin Avalanche loadouts. Build laser weapons as they&#039;re researched. &lt;br /&gt;
&lt;br /&gt;
I transfer one Interceptor to my US base as soon as the hangars and large radar complete. As soon as I get a significant cash injection I build a third base in SE Asia (central China) with the same starting layout and a third Interceptor. After that cash goes into setting up a two-lab or three-lab research station so I can start crunching through the tech tree. Then three more bases in Africa, South America and Australia.&lt;br /&gt;
&lt;br /&gt;
Final layout of the starting base looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|mind|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|psi|=&lt;br /&gt;
|dirt|dirt|lift|dirt|psi|hyperwave|=&lt;br /&gt;
|quarters|stores|stores|lab|workshop|containment|=&lt;br /&gt;
|quarters|stores|quarters|quarters|lab|lab|=&lt;br /&gt;
|psi|quarters|quarters|psi|psi|psi|=}}&lt;br /&gt;
Since it&#039;s best to use a single research base, and the starting base already has a lab, that&#039;s kinda a no-brainer. Note the six Psi-Labs, placed so that they can be constructed simultaneously once researched - this is to expedite psi-screening, which is usually the limiting factor in how fast you can get to Cydonia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My research order is something along these lines:&lt;br /&gt;
&lt;br /&gt;
Laser Weapons&lt;br /&gt;
&lt;br /&gt;
Laser Pistol&lt;br /&gt;
&lt;br /&gt;
Laser Rifle&lt;br /&gt;
&lt;br /&gt;
Mind Probe&lt;br /&gt;
&lt;br /&gt;
Small Launcher*&lt;br /&gt;
&lt;br /&gt;
Stun Bomb*&lt;br /&gt;
&lt;br /&gt;
(Alien Navigator)&lt;br /&gt;
-&amp;gt;Hyper-Wave Decoder&lt;br /&gt;
&lt;br /&gt;
(Sectoid Leader)&lt;br /&gt;
-&amp;gt;Psionic Laboratory&lt;br /&gt;
&lt;br /&gt;
Alien Alloys&lt;br /&gt;
&lt;br /&gt;
Personal Armour&lt;br /&gt;
&lt;br /&gt;
Medi-Kit&lt;br /&gt;
&lt;br /&gt;
UFO Power Source&lt;br /&gt;
&lt;br /&gt;
Elerium-115&lt;br /&gt;
&lt;br /&gt;
Power Suit&lt;br /&gt;
&lt;br /&gt;
UFO Navigation&lt;br /&gt;
&lt;br /&gt;
Flying Suit&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma Clip&lt;br /&gt;
&lt;br /&gt;
Plasma Cannon&lt;br /&gt;
&lt;br /&gt;
Psi-Amp&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
&lt;br /&gt;
Laser Cannon&lt;br /&gt;
&lt;br /&gt;
UFO Construction&lt;br /&gt;
&lt;br /&gt;
New Fighter Craft&lt;br /&gt;
&lt;br /&gt;
New Fighter/Transporter&lt;br /&gt;
&lt;br /&gt;
Ultimate Craft&lt;br /&gt;
&lt;br /&gt;
Blaster Launcher&lt;br /&gt;
&lt;br /&gt;
Blaster Bomb&lt;br /&gt;
&lt;br /&gt;
Alien Origins&lt;br /&gt;
&lt;br /&gt;
(Alien Leader)&lt;br /&gt;
-&amp;gt;The Martian Solution&lt;br /&gt;
&lt;br /&gt;
(Alien Commander)&lt;br /&gt;
-&amp;gt;Cydonia or Bust&lt;br /&gt;
&lt;br /&gt;
Filling out the rest of the UFOpaedia entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* These are skipped if/when I manage to nab both required aliens with Stun Rods.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
() Obviously aliens can&#039;t be researched until they&#039;re captured, so these may be delayed.&lt;br /&gt;
&lt;br /&gt;
Note the extreme beeline for Hyper-Wave Decoders and Psi-Labs. Hyper Wave Decoders are absolute gold. Psi-Labs have to be gotten as soon as possible thanks to the long lead time from their discovery to actually getting Psi.&lt;br /&gt;
&lt;br /&gt;
==TFTD weapon effectiveness calculations==&lt;br /&gt;
&lt;br /&gt;
I figured some were in order. Uses the [[Alien Stats (TFTD)|Alien Stats]] and [[Damage Modifiers (TFTD)|Damage Modifiers]] tables to calculate average damage of each weapon to each sort of alien after damage modifiers and armour. If/when I manage to finish this and turn it into something readable I&#039;ll stick it up on the wiki proper. You could do this for UFO:EU but the Heavy Plasma&#039;s so obviously dominant that there&#039;s little need. The accuracies given will be for a soldier with 70 Firing Accuracy and no bonuses or penalties; I choose this value &amp;amp;mdash; the maximum rookie value &amp;amp;mdash; rather than the simpler-to-calculate 100 because of the special cases of the Torpedo Launcher, Sonic Cannon and Thermal Shok Launcher - these weapons are most effective in Aimed mode and their 100%+ accuracy in that mode would be wasted for a 100 FA soldier, underselling the weapons.&lt;br /&gt;
&lt;br /&gt;
Note that these &amp;quot;averages&amp;quot; take into account that damage values of &amp;quot;less than 0&amp;quot; after armour aren&#039;t actually any worse than 0 and that damage values greater than an alien&#039;s HP have no additional effect. Hence, a Gauss Rifle&#039;s average damage to a Triscene is 0 (because it cannot penetrate the armour) and a Sonic Cannon&#039;s average damage to an Aquatoid Soldier is 30 (because an Aquatoid Soldier will always be instagibbed by a Sonic Cannon hit, and it only has 30 health). I&#039;m calculating the damage cap per shot; this gives a slight bias in favour of powerful, autofire weapons since they can&#039;t re-aim between shots in a burst, but this is really only a significant issue when dealing with Aquatoids and Gillmen and their land terror units since the Gauss Rifle isn&#039;t realistically likely to drop much else in one burst.&lt;br /&gt;
&lt;br /&gt;
All values assume Superhuman difficulty and a direct hit to the front (front or under armour depending on weapon type). 95% of TU are assumed to be capable of being used per turn (facing considerations). Some values are marked &amp;quot;n/a&amp;quot;. This is because one of three factors render this value useless:&lt;br /&gt;
*This alien is a land-only terror unit, and this weapon cannot be fired on land&lt;br /&gt;
*This weapon is a melee weapon, and you are attempting to use it at range&lt;br /&gt;
*This weapon is a thrown or guided weapon, and you are attempting to use it in close combat (since I&#039;m assuming 100% accuracy for such weapons this will be identical to the &amp;quot;ranged&amp;quot; figures)&lt;br /&gt;
&lt;br /&gt;
I will be assuming fired explosives that miss miss fully, and that thrown explosives and the DPL always hit dead-on, to avoid a bazillion cases. In practice, of course, thrown weapons will not work against enemies at extreme range or enemies that are not on the ground, and may miss (though since they are all explosives, some damage will likely still occur). It is also somewhat dangerous to use explosive weapons in close combat.&lt;br /&gt;
&lt;br /&gt;
This has been mainspaced at [[Weapon Effectiveness (TFTD)]], where I have added 2-hit, 3-hit and 4-hit kill chances.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
====Technical====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - Bio-Drones and Tentaculats have greatly asymmetric armour distributions, understating the effect of non-HE weapons against them when their front armour is considered (the Dart Gun can damage Bio-Drones from behind, and the Jet Harpoon can damage Tentaculats from behind, for instance). There&#039;s some effect on the Triscene as well. Otherwise, most aliens have similar armour (within 6 points) on front, side and rear. I&#039;ll probably do a second lot of calcs for those two terrorists hit from behind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - I haven&#039;t done the exact calculations for average damage and 1-hit kill chance for large units hit by powerful area-effect weapons yet. This is because the four rolls stop being independent when a kill is possible (whether roll #1 rolls 45 or 46 may or may not matter depending on whether the other three add up to 45 already being a kill). I plan to do them before I put this on the main wiki.&lt;br /&gt;
&lt;br /&gt;
*Yes, I&#039;m aware that firing, reloading, and refiring a Torpedo Launcher requires over 95% of TU. The reason I said you could fire the Torpedo Launcher twice in close combat is because, when accuracy is no concern, you can dual-wield them (hardly more insane than firing Torpedo Launchers at point-blank in the first place).&lt;br /&gt;
&lt;br /&gt;
====Analysis of data====&lt;br /&gt;
&lt;br /&gt;
*I was already a fan of the GC-HE, but this has impressed me even more. It achieves damage way out of line with its supposed power. It does this because a) almost every TFTD alien has a giant weak spot in their Under Armour, b) HE gets a better set of damage modifiers than Gauss or even AP. It actually outdamages the Gauss Rifle against Lobster Men, Tasoths, Calcinites, Hallucinoids, Xarquid, Triscenes and (from the front) Tentaculats - and that impressive list is &#039;&#039;&#039;after&#039;&#039;&#039; accounting for the Gauss Rifle firing thrice as fast.&lt;br /&gt;
&lt;br /&gt;
*A large part of the reason I did this was to settle the old Gauss Rifle vs. Sonic Pistol argument. So, with these numbers, I can say that the Gauss Rifle is better against Aquatoids, Gillmen, and Deep Ones, and worse vs. everything else (except Triscenes, which are immune to both weapons). So the Gauss Rifle will certainly help you in the first month (when, not-so-coincidentally, those three aliens are the only aliens you&#039;ll encounter), but if you can handle that first month [[Skipping Gauss Weapons]] starts looking like a pretty decent idea.&lt;br /&gt;
&lt;br /&gt;
*You&#039;ll note that the Sonic weapons cluster pretty close to each other at range against basically everything. What this means is that they&#039;re pretty well balanced against each other in terms of damage-per-unit-time; which ones to hand out depends more on other factors (the Sonic Pistol&#039;s finer granulation allowing scouts to shoot more, one-handed grip, and better point-blank firepower vs. the Sonic Cannon&#039;s ongoing recoverable ammo, less off-target damage reducing friendly fire, and increased 1-hit kill rate reducing reaction fire, with the Blasta Rifle somewhere in-between).&lt;br /&gt;
&lt;br /&gt;
*The Heavy Gauss is better than the Gauss Rifle against precisely two enemies (Lobster Men and Xarquid) and tied with it against one (Triscenes, which are immune to both). Given that the GC-HE easily outclasses both against those three enemies, I think we can call the Heavy Gauss useless.&lt;br /&gt;
&lt;br /&gt;
*Yes, throwing three pre-armed Sonic Pulsers at something in the same turn is going to kill it very, very dead. But 1) that&#039;s several turns of preparation, and the &amp;quot;carried grenades don&#039;t explode&amp;quot; behaviour that allows that preparation to be done at mission start is widely considered an exploit; 2) you don&#039;t have nearly enough Zrbite or item limit to make this a routine tactic.&lt;br /&gt;
&lt;br /&gt;
*As far as drills go, the Heavy Thermic Lance is the best against Calcinites, Hallucinoids, Triscenes and the front armour of Tentaculats, the Thermic Lance is the best against Xarquid, and the Vibro Blade is best against everything else. Most aliens have enough armour that the HTL &amp;quot;should&amp;quot; do the most damage, but the Vibro Blade has better granularity so it doesn&#039;t waste as much damage on overkill. The Thermic Lance is usually in-between the Vibro Blade and HTL (one way or the other) rather than being the worst as might naïvely be expected.&lt;br /&gt;
&lt;br /&gt;
==Firing Accuracy breakpoints==&lt;br /&gt;
&lt;br /&gt;
Most of the time, Firing Accuracy is just something you generically want more of. But 100% accuracy gives a guarantee, which is particularly important in some situations (and obviously, more accuracy ceases to improve that mode of that weapon after that). I&#039;m just going to write down all the breakpoints in Firing Accuracy where a particular weapon in a particular firing mode becomes 100%.&lt;br /&gt;
&lt;br /&gt;
Remember that the starting range for Firing Accuracy is 40-70 and the cap range is 120-125.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|+UFO&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|76||Rocket Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|87||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle&amp;lt;br/&amp;gt;Rocket Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Heavy Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|102||Plasma Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|103||Plasma Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|104||Heavy Laser||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|107||Auto-Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Pistol&amp;lt;br/&amp;gt;Heavy Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Heavy Plasma||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|117||Plasma Rifle||Snap, standing&lt;br /&gt;
|-&lt;br /&gt;
|118||Plasma Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|120||Heavy Laser||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|122||Auto-Cannon||Aimed, standing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left:10px&amp;quot;&lt;br /&gt;
|+TFTD&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|73||Thermal Shok Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|76||Sonic Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|84||Thermal Shok Launcher||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|87||Gauss Rifle&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Gauss Rifle||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|103||Sonic Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|109||Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Sonic-Blasta Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|118||Sonic Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|125||Gauss Pistol&amp;lt;br/&amp;gt;Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Thermal Shok Launcher&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Snap, kneeling&amp;lt;br/&amp;gt;Snap, standing&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==UFO optimal firing modes==&lt;br /&gt;
&lt;br /&gt;
This is a list of the optimal firing modes for every weapon in UFO, where optimal is defined as &amp;quot;most shots on-target (per 100% Firing Accuracy) achievable with 78/80 TU&amp;quot;. There&#039;s little point doing one for TFTD, as mixtures of modes are never optimal under that definition (and only in one case with all 80 TU - the Sonic-Blasta Rifle).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon!!Combination!!Shots on-target!!TU!!Turns sustainable (+ Rounds left over)&lt;br /&gt;
|-&lt;br /&gt;
|Pistol||5 Snap||3.00||70||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rifle||2 Auto + 1 Snap||2.70||76||2 (+6)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cannon||3 Snap||1.80||78||2&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Cannon||2 Auto||1.92||64||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher||1 Aimed||1.15||60||1&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol||3 Auto + 1 Snap||2.92||76||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle||2 Auto + 1 Snap||3.41||74||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser||3 Snap||1.50||78||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol||3 Auto||4.50||72||2 (+8)&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle||1 Auto + 2 Snap||3.37||76||5 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma||2 Auto||3.00||56||5 (+5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;||1 Auto + 2 Snap||3.00||76||7&lt;br /&gt;
|-&lt;br /&gt;
|Small Launcher||1 Aimed||1.10||60||1&lt;br /&gt;
|-&lt;br /&gt;
|2 Small Launchers||Snap + Drop + Pick Up + Snap||1.30||74||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Didn&#039;t quite make it===&lt;br /&gt;
*79 TU: Small Launcher Snap+Reload+Snap (1.30)&lt;br /&gt;
*80 TU: Pistol 4 Snap+1 Aimed (3.18), Laser Pistol 4 Auto (3.36), Plasma Rifle 2 Auto+1 Snap (4.16), Heavy Plasma 2 Auto+1 Snap (3.75)&lt;br /&gt;
*Impossible with 80 max TU, but possible with 81 max TU: Laser Rifle 3 Auto (4.14)&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*I started this when I realised the Plasma Pistol would probably get the highest. Still inferior to the other plasma weapons due to damage.&lt;br /&gt;
*Note how the Laser Rifle significantly exceeds all other non-alien weapons. That&#039;s at least as important as the damage to its legendary utility.&lt;br /&gt;
&lt;br /&gt;
==On Interception in UFO (and to some extent TFTD)==&lt;br /&gt;
I&#039;ve seen a lot of talk about the correct craft weapons to use in UFO and TFTD, and while at least for UFO I agree with the &#039;&#039;conclusion&#039;&#039; that a lot of people reach (Avalanches only until Plasma Beams, then Plasma Beams only), I think the &#039;&#039;reasoning&#039;&#039; usually given is flawed, and that the conclusion doesn&#039;t apply to TFTD. I usually see people immediately talking about the range issues on specific UFOs (particularly the Large Scout/Cruiser); really, this isn&#039;t the right way to think about it. The real questions worth asking are these:&lt;br /&gt;
*What UFOs do I &#039;&#039;want&#039;&#039; to use craft weapons against?&lt;br /&gt;
*What weapons do I want to use against &#039;&#039;those&#039;&#039; UFOs?&lt;br /&gt;
See, the elephant in the room when talking about interception is that the majority of UFOs land, and there&#039;s little point wasting missiles on a craft that will land (not to mention the lost Elerium), &#039;&#039;&#039;unless&#039;&#039;&#039; it&#039;s part of a flotilla and therefore you wouldn&#039;t be able to get to them in time to perform a UFO Ground Assault. So, which UFOs don&#039;t land (recoverably), and what are the likely flotillas?&lt;br /&gt;
*Small Scouts never land unless they&#039;re on an Alien Base mission.&lt;br /&gt;
*Alien Abduction: there&#039;s a flotilla of two Abductors at the very end.&lt;br /&gt;
*Alien Infiltration: there&#039;s a flotilla of one Large Scout, one Terror Ship, one Supply Ship, and two Battleships at the end. Moreover, as the completion of this mission has effects beyond score (that is, you lose a funding country), you probably want to delay these as much as possible.&lt;br /&gt;
*Alien Base: there&#039;s a flotilla of one Large Scout, two Supply Ships and a Battleship at the end.&lt;br /&gt;
*Alien Terror: the first Terror Ship doesn&#039;t land. The second Terror Ship does, but as a Terror Site, which means you can&#039;t recover the UFO.&lt;br /&gt;
*Alien Retaliation: Nothing lands, except the base-attack Battleship, and that&#039;s a Base Defence so you can&#039;t recover it.&lt;br /&gt;
The flotillas don&#039;t show up very often, and certainly don&#039;t show up early (there&#039;s only one non-Terror alien mission per month, and the first one is hardcoded to be Sectoid Alien Research in the area of your first base; additionally, Abduction and Infiltration are very long missions that usually run over into the next month, or even the month after that if it&#039;s Infiltration and you&#039;re systematically crashing every UFO). The bread and butter of UFO interception is Small Scouts and Terror Ships on Alien Terror, plus the occasional Retaliation and Infiltration.&lt;br /&gt;
*You want to use the Avalanche on Small Scouts. Some people say you should use the Stingray (or even the Cannon) to have a chance of crashing them rather than destroying them; I&#039;m guessing the majority of these people haven&#039;t actually tried it. The Small Scout has a flee time of &#039;&#039;&#039;200&#039;&#039;&#039;, which is a mere 80-280 frames on Superhuman. 60% of the time you won&#039;t close to Stingray range before it runs, another 20% or so (total ~80%) it will run while the missile&#039;s in flight, and then more than half the time you actually hit the Stingray destroys it anyway. Your choices, really, are blowing them to bits with Avalanches or doing nothing, and blowing them to bits gets you 100 points (which is more than you get from shootdown + crash recovery, too, since there&#039;s a grand total of one alien and the UFO only contains 1 Alien Alloy). Advanced craft &#039;&#039;can&#039;&#039; bring the Small Scout down with Cannons, but by that point you&#039;re not hurting for money and there&#039;s a significant opportunity cost. The only time you should actually faff around with cannons on an Avenger is if you haven&#039;t managed to get a Sectoid Leader and it&#039;s rolling around to July (when Ethereals start to show up); the chance to get an Ethereal capture is the only thing from a Small Scout recovery that&#039;s remotely worth the effort to get one.&lt;br /&gt;
*You want to use dual Avalanches on Terror Ships. This is pretty self-explanatory; using anything else (before Plasma Beams) will get your Interceptors blown out of the sky. Speaking of Plasma Beams, this is the only truly-compelling reason to get them, since you need two Interceptors with Avalanches and that can be tricky (the only other reason to get Plasma Beams before advanced craft is to shoot down Supply Ships, but there aren&#039;t a lot of those and they always land). Indeed, Plasma Beams do have a downside in that they risk destroying Medium and Large Scouts (which, unlike in the case of Small Scouts, really &#039;&#039;is&#039;&#039; a waste).&lt;br /&gt;
*Anything will work against the Medium and Large Scouts on Retaliation missions. You can&#039;t really do anything about the Battleships until you get advanced craft.&lt;br /&gt;
The other argument I often see for Avalanches, the one about outranging Large Scouts, is a load of horseshit. A Large Scout is only going to get a couple of shots off against an Interceptor with Stingrays. That&#039;s not enough to destroy it, or even to send it to repairs for more than a day or two. Who cares?&lt;br /&gt;
&lt;br /&gt;
And the thing to note about those two arguments for Avalanche missiles in UFO is that neither of them apply to D.U.P. Head torpedoes in TFTD. The TFTD Battleship matches the D.U.P. Head&#039;s range, removing it from the list of useful interceptions. And Survey Ships are both more lucrative and easier to crash than the UFO Small Scout, as they cannot run from a Barracuda and Ajaxes have a much lower likelihood to one-hit kill. So I think Ajaxes might actually be the best initial loadout in TFTD; sure, you&#039;ll get shot by Cruisers, but not enough to matter. The Sonic Oscillator is also not quite as big a deal in TFTD, as once April rolls around the aliens will mostly be doing scripted terror sites (shipping lane and artefact) which don&#039;t have a Battleship to shoot down; the ability to shoot down Large subs is still helpful, though.&lt;br /&gt;
&lt;br /&gt;
Just something to consider.&lt;br /&gt;
&lt;br /&gt;
==Kill tables through armour (UFO/TFTD)==&lt;br /&gt;
&lt;br /&gt;
I&#039;m just going to post some tables indicating the cost (including materials) of a soldier in various armour getting killed and the likelihood that it happens with various weapons. I&#039;m assuming front armour for ballistic weapons, under armour for direct-hit explosives and side armour for edges of blast patterns, and assuming a 35-health soldier (slightly above rookie average; one or two combats would push the average up to here). I will count dying at the end of turn from fatal wounds as a kill, since there is no possibility of a Medi-Kit being applied during the alien turn.&lt;br /&gt;
&lt;br /&gt;
===UFO===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Plasma Pistol!!Plasma Rifle!!Heavy Plasma!!Alien Grenade&amp;lt;br&amp;gt;direct hit!!Alien Grenade&amp;lt;br&amp;gt;blast rim!!Blaster Bomb&amp;lt;br&amp;gt;direct hit!!Blaster Bomb&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||57.1%||72.0%||80.5%||100%||16.1%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Personal Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||48.4%||64.1%||80.2%||0%||100%||69.2%&lt;br /&gt;
|-&lt;br /&gt;
!Power Suit&lt;br /&gt;
|$139,500 + 1000h||0%||17.4%||42.4%||47.2%||immune||100%||25.3%&lt;br /&gt;
|-&lt;br /&gt;
!Flying Suit&lt;br /&gt;
|$210,500 + 1400h||immune||11.2%||38.1%||36.3%||immune||98.5%||14.3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===TFTD===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Sonic Pistol!!Sonic-Blasta&amp;lt;br&amp;gt;Rifle!!Sonic Cannon!!Sonic Pulser&amp;lt;br&amp;gt;direct hit!!Sonic Pulser&amp;lt;br&amp;gt;blast rim!!Disruptor Pulse&amp;lt;br&amp;gt;direct hit!!Disruptor Pulse&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||93.8%||100%||100%||100%||78.7%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Plastic Aqua Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||40.6%||70.2%||89.3%||9.3%||100%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!Ion Armour&lt;br /&gt;
|$139,500 + 1000h||immune||immune||9.2%||58.4%||0%||97.5%||21.8%&lt;br /&gt;
|-&lt;br /&gt;
!Magnetic Ion Armour&lt;br /&gt;
|$210,500 + 1400h||immune||immune||0.8%||47.9%||immune||91.5%||9.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
*UFO: Personal Armour is not worth building. Power/Flying Suits are rather dubious, and poor against Heavy Plasma in particular. The Flying Suit&#039;s definitely worth building for your snipers, has obvious massive advantages against Chryssalids, and is worth it for psi-screened troops (who effectively cost ~$320,000 to replace instead of $40,000 due to dropout rates and the need to pay wages for two months), but in other circumstances doesn&#039;t really measure up.&lt;br /&gt;
*TFTD: Plastic Aqua Armour is of varying effectiveness depending on what the aliens are packing; it&#039;s great against Sonic Pistols and pretty good against Sonic-Blasta Rifles, but poor against Sonic Cannons and only somewhat effective against Sonic Pulsers (cuts down the number of kills, but a direct hit is still nearly-always fatal). Ion and Magnetic Ion Armours are simply fantastic, turning 100%-kill shots into 0%. In Magnetic Ion Armour, you only really have to worry about direct hits from Sonic Pulsers and DPLs - and since you can fly, it&#039;s a mite hard to hit you with the former. Armour in TFTD is far, far more effective than in UFO, thanks to the narrower damage ranges and its significant damage resistances, and issuing top-of-the-line armour to all troops is a high priority. Indeed, armour levels the field against non-DPL Lobster Men; your guns don&#039;t work on them, but theirs don&#039;t work on you either, allowing you to close to mêlée range.&lt;br /&gt;
&lt;br /&gt;
==List of organisations in Apocalypse by importance==&lt;br /&gt;
This is a list of the various organisations in X-Com: Apocalypse. I&#039;ve sorted them into categories by how important their services are (and therefore how hard you should try to avoid making them hostile), as well as the timeframe in which they&#039;re important. Order within the categories is simply the game ordering; they&#039;re not ranked.&lt;br /&gt;
&lt;br /&gt;
===Crucial===&lt;br /&gt;
Getting one of these organisations infiltrated or irrecoverably hostile makes the game extremely difficult.&lt;br /&gt;
*&#039;&#039;&#039;Government&#039;&#039;&#039; - Okay, this is kind of the obvious one. If you render the Government hostile and don&#039;t fix it by the end of the week, your funding goes away and that&#039;s terrible. However, this is incredibly unlikely to happen unless you actively raid or bomb government buildings, as the Government not only starts out friendly to you, but also hates the aliens (improving your relations every time you kill aliens) and is strongly resistant to infiltration.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you research Cloaking Fields. The revenue from selling those is so enormous that the government funding becomes redundant. You can live without their funding quite a while earlier, but you&#039;ll probably lose air superiority for a while due to how incredibly cash-hungry the air game is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megapol&#039;&#039;&#039; - Slightly less obvious than the Government, there are three main reasons you don&#039;t want to make an enemy of Megapol:&lt;br /&gt;
**First, and least important, Megapol is very aggressive and will perform both raids and air attacks on a regular basis. However, the raids, while second only to Osiron in strength, still aren&#039;t enough to get past Security Stations, and the air attacks are performed by Police Hovercars - which don&#039;t have any weapons capable of damaging most buildings.&lt;br /&gt;
**Second, Megapol Police Cars patrol the city (unless Megapol&#039;s balance is negative) and they will scramble Police Hovercars to attack any illegal flyers (which includes your aircraft, if Megapol hates you). This is a distraction you do not need when fighting UFOs. Bankrupting Megapol can allow you to avoid this (the only effect of bankruptcy that I know of), but is rather difficult due to Megapol&#039;s enormous budget.&lt;br /&gt;
**Third, and the reason Megapol&#039;s in &amp;quot;Crucial&amp;quot;: Megapol manufactures nearly all the good tactical equipment. Lawpistols and Plasma Guns are the best of the bought equipment, the Auto-Cannon is pretty decent, and Stun Grapples and Stun Grenades are the only way to stun aliens unless you go into psionics. Megapol Armour is also the cheapest in the game, and generally more effective than Marsec Armour at least as far as protection goes (exception for explosives, but most alien explosives are so powerful that you&#039;re still dead anyway). They also make a few bits of aircraft equipment, but those aren&#039;t particularly necessary.&lt;br /&gt;
&lt;br /&gt;
:On the plus side, like the Government, it&#039;s rather difficult to piss off Megapol... unless they get infiltrated. Don&#039;t let them get infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Once you have access to the Devastator Cannon and/or Toxigun, plus Disruptor Armour, Megapol becomes much less useful. Stun Grenades are still nice, but not absolutely necessary. The Police Hovercar issue becomes mostly irrelevant once you have 3+ shielded Retaliators in the sky, as at that point the air game is basically over. Still moderately annoying, but no longer crucial.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marsec&#039;&#039;&#039; - Marsec is the only source of armed vehicles (General Metro makes the Blazer Turbo Bike, but it&#039;s unarmed). As such, if Marsec is hostile you cannot replenish craft losses or expand your fleet and will swiftly lose the air war. Hostile Marsec is possibly even worse than hostile Megapol or Government, and it can happen much more easily as well (as they don&#039;t inherently like you or hate the aliens).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have the UFO prereqs for the Explorer (Transporter and Destroyer). The Explorer is enough to shoot down UFOs, and the Bio-Trans can transport troops. Note that I said the prereqs, not actually having the Explorer deployed. You can afford to be knocked out of the air war for a week or two, as long as you have the means to get back into it eventually.&lt;br /&gt;
&lt;br /&gt;
===Important===&lt;br /&gt;
You can live without these, but it will hurt.&lt;br /&gt;
*&#039;&#039;&#039;Transtellar&#039;&#039;&#039;  - Provides transport services for agents, technical personnel and goods. The only reason this isn&#039;t in &amp;quot;Crucial&amp;quot; is because new hires can use the People Tubes (and ultratime prevents them from getting stuck), and because you can do an end run around Transtellar for sellable equipment via selling at one base and buying at another. Still, if Transtellar&#039;s hostile you won&#039;t be able to move already-hired scientists and engineers from one base to another, nor unresearched alien artifacts; you&#039;ll have to be very careful about where you drop mission loot and which base you hire at.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, you&#039;re probably going to have to learn to live without Transtellar, since they start friendly to the aliens (and own a huge amount of very fragile infrastructure) and will as such nearly always go hostile on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;S.E.L.F.&#039;&#039;&#039; - Provides androids. Androids have much higher Health than untrained humans (which substantially reduces the chance of critical wounds), and can&#039;t be brainsucked or mind-controlled. You don&#039;t absolutely need them, though.&lt;br /&gt;
&lt;br /&gt;
:Note that S.E.L.F. doesn&#039;t just need to be non-hostile, but on the positive side of neutral for you to be able to recruit androids. On the plus side, they (logically enough) cannot be infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Disruptor Shields reduce your casualty rate to very low levels. This means humans will survive to surpass androids. The immunity to subversion is still quite useful, though.&lt;br /&gt;
&lt;br /&gt;
===Useful===&lt;br /&gt;
These organisations do provide services to X-Com, but they can be played around without much difficulty.&lt;br /&gt;
*&#039;&#039;&#039;Superdynamics&#039;&#039;&#039; - Provides aircraft engines, fuel, and the Cargo Module. They&#039;re only &amp;quot;Useful&amp;quot;, rather than &amp;quot;Important&amp;quot;, because all aircraft come with pre-installed engines and you start with enough fuel to last the entire game. You do lose out on the SD Special, though, which means that any further Hawks you buy won&#039;t be at their best in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you unlock the Explorer, since that has a built-in engine. The Bio-Trans has free Cargo Modules, too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;General Metro&#039;&#039;&#039; - Provides road engines (which aren&#039;t much use) and the Passenger Module (which is quite useful, albeit only in small quantities).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have enough Passenger Modules for your Bio-Trans. You shouldn&#039;t ever lose it unless things have gone really sideways, so there&#039;s no need for more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solmine&#039;&#039;&#039; - Sells only one item, Elerium. Elerium fuels the Lineage Plasma Cannon, which is the best craft weapon before Medium Disruptors. However, Elerium is commonly found as loot from raids, so you can work around a hostile Solmine quite easily (missile launchers are also quite decent alternatives).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you get Retaliators (which can mount Medium Disruptors in all three slots) or anytime prior as long as you&#039;re willing to go on frequent raids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanotech&#039;&#039;&#039; - Nanotech&#039;s on the cusp of being &amp;quot;Important&amp;quot;, because the Medi-Kit they sell is actually rather good. However, critical wounds aren&#039;t all that common in Apocalypse, it&#039;s fairly rare to actually lose a Medi-Kit, and a wounded soldier can be saved by evacuating them, so you can make do without them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutant Alliance&#039;&#039;&#039; - The Mutant Alliance provides Sectoid hybrids for recruitment. Hybrids are the only agents that can use psionics effectively, and even make better soldiers than humans after enough training (as they have the same physical stat caps, but can also become nearly immune to psionics). The problems are that psionics just aren&#039;t very good against aliens and that hybrids take a huge amount of training to reach their potential.&lt;br /&gt;
&lt;br /&gt;
:Like S.E.L.F., the Mutant Alliance needs to actually like you, rather than just not be hostile, to provide their services.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never. The second Alien Dimension mission, however, will switch the Mutant Alliance to Allied, so if that&#039;s imminent you probably don&#039;t want to bother paying them off.&lt;br /&gt;
&lt;br /&gt;
===Irrelevant===&lt;br /&gt;
These organisations either don&#039;t provide anything, or provide only things that are largely irrelevant. Hostilities with these only have the usual consequence of occasional base raids (and air attacks, if they&#039;re a gang or have been infiltrated). Some of them are allied to more important organisations, though, so you might want to avoid gratuitous damage to those.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cult of Sirius&#039;&#039;&#039; - Useless. Also moot, since unless the Aliens accidentally level their temple with an Overspawn they&#039;ll always be hostile.&lt;br /&gt;
*&#039;&#039;&#039;Cyberweb&#039;&#039;&#039; - Weapons Control systems don&#039;t let you lead targets, so they&#039;re useless. The Missile Evasion Matrix doesn&#039;t seem to work. Allied with S.E.L.F., though.&lt;br /&gt;
*&#039;&#039;&#039;Sensovision&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Lifetree&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Nutrivend&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Evonet&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary Clinic&#039;&#039;&#039; - Useless. Allied with Nanotech, though.&lt;br /&gt;
*&#039;&#039;&#039;Energen&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Synthemesh&#039;&#039;&#039; - Useless. They appear to repair your buildings even if hostile.&lt;br /&gt;
*&#039;&#039;&#039;Gravball League&#039;&#039;&#039; - Useless. There&#039;s a rumour that they increase the number of humans for hire, but I think that&#039;s an urban legend.&lt;br /&gt;
*&#039;&#039;&#039;Psyke&#039;&#039;&#039; - Produces Psiclone. However, you never need to buy Psiclone, only sell it, and you can do that even when the manufacturer&#039;s hostile.&lt;br /&gt;
*&#039;&#039;&#039;Diablo&#039;&#039;&#039; - Produces the Incendiary Grenade, but the Auto-Cannon and Minilauncher are better at that anyway. Does perform frequent and large raids, but with Security Stations that&#039;s just more free money.&lt;br /&gt;
*&#039;&#039;&#039;Osiron&#039;&#039;&#039; - Useless. They launch huge raids, but that&#039;s about it.&lt;br /&gt;
*&#039;&#039;&#039;Extropians&#039;&#039;&#039; - Useless. Allied with Marsec and Solmine, though.&lt;br /&gt;
*&#039;&#039;&#039;Technocrats&#039;&#039;&#039; - Useless.&lt;br /&gt;
&lt;br /&gt;
==Calcinite appearance chance==&lt;br /&gt;
You might wonder why I&#039;m making a table listing the chance of a Calcinite appearing in TFTD. Well, there are a few aliens that are important to encounter in TFTD - here&#039;s a list of why they&#039;re important and where you can guarantee encountering them:&lt;br /&gt;
&lt;br /&gt;
*Deep One corpse for Aqua Plastics and live capture for Ion Armour (guaranteed at first Terror Site, since it&#039;s always Gill Men)&lt;br /&gt;
*Lobster Man Commander live capture for T&#039;Leth, the Alien&#039;s City (guaranteed in Alien Colonies)&lt;br /&gt;
*Tasoth live capture for M.C. Disruptor (guaranteed in Alien Colonies)&lt;br /&gt;
*Gill Man corpse for Thermic Lance (guaranteed at first Terror Site)&lt;br /&gt;
*Calcinite corpse for Vibroblade (guaranteed... &#039;&#039;&#039;nowhere&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
That&#039;s right, Calcinites are the one important alien that isn&#039;t guaranteed to show up. What&#039;s worse, they&#039;re &#039;&#039;rare&#039;&#039;. Calcinites only appear on Aquatoid and Mixed Crew missions above water (i.e. Port/Island/Ship terror attacks and Base Defences). On my playthrough of TFTD on Superhuman, the damned things never appeared once in the entire game, until eventually I gave in, abandoned my &amp;quot;no psi&amp;quot; rule and used M.C. Disruptors to hit a colony and win. So, here&#039;s a table of how likely the terror mission for the month is to have Calcinites (this doesn&#039;t take into account retaliation, &#039;tis true, but early on an Aquatoid Base Defence is insanely hard and later on it can be difficult to provoke one). There&#039;s also a cumulative chance that, by the end of the month, you will have encountered Calcinites at some point. I&#039;ll only go up to May 2041, because things get complicated to calculate after that (there&#039;s a possibility that the aliens will run out of Artefact Sites).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month!!Chance!!Cumulative Chance&lt;br /&gt;
|-&lt;br /&gt;
!January 2040&lt;br /&gt;
|0%||0%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|20%||20%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|20%||36%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|26%||52.6%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|26%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!June&lt;br /&gt;
|13%||69.5%&lt;br /&gt;
|-&lt;br /&gt;
!July&lt;br /&gt;
|15%||74.1%&lt;br /&gt;
|-&lt;br /&gt;
!August&lt;br /&gt;
|15%||78.0%&lt;br /&gt;
|-&lt;br /&gt;
!September&lt;br /&gt;
|15%||81.3%&lt;br /&gt;
|-&lt;br /&gt;
!October&lt;br /&gt;
|19%||84.8%&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|19%||87.7%&lt;br /&gt;
|-&lt;br /&gt;
!December&lt;br /&gt;
|19%||90.0%&lt;br /&gt;
|-&lt;br /&gt;
!January 2041&lt;br /&gt;
|19%||91.9%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|19%||93.5%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|19%||94.7%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|19%||95.7%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|19%||96.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That&#039;s right: while you&#039;ve got an even chance to get drills by May, there&#039;s a one-in-five chance of no drills by September (when alien loadouts finalise, and DPL Lobster Men become way too common) and a one-in-ten chance of having to wait for the new year. RNG, ho!&lt;br /&gt;
&lt;br /&gt;
==Accuracy in Apocalypse==&lt;br /&gt;
&lt;br /&gt;
You may have been rather perplexed by the total lack of hard numbers on accuracy in Apoc. Unlike other games, there&#039;s just a highly-inexact accuracy bar. Well, fear not. I&#039;m going to explain what&#039;s going on, as best I&#039;ve been able to figure out (from [https://pastebin.com/PuSSyziU this] code dig - a big thankyou to Skin36 and OpenApoc - and from my own substantial in-game testing).&lt;br /&gt;
&lt;br /&gt;
===Accuracy formula===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the accuracy formula that Apocalypse uses. There are quite a few terms, so buckle up.&lt;br /&gt;
&lt;br /&gt;
*Agent inaccuracy term&lt;br /&gt;
**Start with the agent&#039;s inaccuracy (the value in the data files, 100-displayed accuracy).&lt;br /&gt;
**Multiply by 1.4 if both the agent&#039;s hands are full and &#039;&#039;either&#039;&#039; of the wielded items is over 2x2.&lt;br /&gt;
**Movement modes (in real-time; I haven&#039;t exhaustively tested TB, but I know it&#039;s different):&lt;br /&gt;
***If running, crawling, or run-flying, you cannot fire, so it doesn&#039;t matter what your accuracy is.&lt;br /&gt;
***If walking, multiply by 1.25.&lt;br /&gt;
***If standing, multiply by 0.8.&lt;br /&gt;
***If kneeling, multiply by 0.64 (0.8*0.8).&lt;br /&gt;
***If prone, multiply by 0.48 (0.6*0.8).&lt;br /&gt;
***If walk-flying, multiply by 1.4375 (1.25*1.15).&lt;br /&gt;
***If stand-flying, kneel-flying or prone-flying, multiply by 0.92 (0.8*1.15).&lt;br /&gt;
***If crawl-flying, multiply by... I&#039;m not even sure. I know it&#039;s lower (better) than walking, but higher (worse) than stand-flying. My guess based on the numbers in that dump is either 1.15 (1*1.15, or 1.25*0.8*1.15) or 1.0925 (0.95*1.15), but in-game testing doesn&#039;t have the precision to tell them apart.&lt;br /&gt;
**Shooting modes:&lt;br /&gt;
***If aimed, multiply by 0.5.&lt;br /&gt;
***If snap, multiply by 1.&lt;br /&gt;
***If auto, multiply by 2.&lt;br /&gt;
*Weapon inaccuracy term&lt;br /&gt;
**Weapon&#039;s inaccuracy (100-displayed accuracy) divided by 2.&lt;br /&gt;
*Lost health term&lt;br /&gt;
**100*(lost health/current health). Note that this gets absurdly large if your agent is on very low health.&lt;br /&gt;
*Critical wound term&lt;br /&gt;
**For X-COM Agents and most enemies, this is 150 if the arm with the weapon is wounded and 0 otherwise. (I don&#039;t think a bodypart can have multiple wounds.)&lt;br /&gt;
**Some aliens don&#039;t have separate bodyparts; for those, this is 100*wounds.&lt;br /&gt;
*Berserk term&lt;br /&gt;
**This is 200 if berserk and 0 otherwise.&lt;br /&gt;
*Cloaking term&lt;br /&gt;
**If the target is cloaked (has a Personal Cloaking Field in hand), this is 2000/(distance + 3). Otherwise, it&#039;s 0.&lt;br /&gt;
*Summation of terms&lt;br /&gt;
**Add up (agent inaccuracy)^2 + (weapon inaccuracy)^2 + (health term)^2 + (wound term)^2 + (berserk term)^2 + (cloaking term)^2.&lt;br /&gt;
**Take the square root, and round down. This is the final inaccuracy rating of the shot.&lt;br /&gt;
**98+ inaccuracy corresponds to a completely-empty &amp;quot;accuracy bar&amp;quot;; a hypothetical 0 inaccuracy would correspond to a completely-full &amp;quot;accuracy bar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===So a shot with 40 inaccuracy is 60% accurate?===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
There is no hit/miss test in Apocalypse. The inaccuracy rating is converted &#039;&#039;directly&#039;&#039; into the shot spread - a higher inaccuracy rating means a bigger spread. The actual chance to hit is determined by how much of that spread ends up hitting the target - this is going to vary dramatically depending on the target&#039;s cross-section, the distance to the target, and the presence or absence of cover obscuring parts of the target.&lt;br /&gt;
&lt;br /&gt;
(The high complexity of figuring this out, even neglecting cover, is presumably why Apocalypse is so cagey about giving you numbers.)&lt;br /&gt;
&lt;br /&gt;
I am not sure of the precise details of how the spread is generated, but I &#039;&#039;think&#039;&#039; that, for large inaccuracies and small targets, halving the inaccuracy should give you 4x the hit rate (as the spread will be half as wide and contain 1/4 the area). This doesn&#039;t hold if you&#039;re already hitting most of the time, however - obviously, your actual chance to hit can&#039;t go above 100%.&lt;br /&gt;
&lt;br /&gt;
===Consequences of this===&lt;br /&gt;
There are a few results here that bear mentioning.&lt;br /&gt;
*All the modifiers from movement, dual-wielding and shot mode &#039;&#039;only affect the agent inaccuracy term&#039;&#039;. This means that if the agent inaccuracy term is negligible (i.e., your agent has very high Accuracy), these become much less important. Let&#039;s do a worked example, with an Accuracy 20 and Accuracy 90 soldier both firing a Megapol Auto Cannon (accuracy 40), and assuming no special circumstances (full health, no cloaking or berserk).&lt;br /&gt;
**If the Accuracy 20 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((80*0.48*0.5)^2 + 30^2) = 35.&lt;br /&gt;
**If the Accuracy 20 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((80*1.4*1.25*2)^2 + 30^2) = 281.&lt;br /&gt;
**If the Accuracy 90 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((10*0.48*0.5)^2 + 30^2) = 30.&lt;br /&gt;
**If the Accuracy 90 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((10*1.4*1.25*2)^2 + 30^2) = 46.&lt;br /&gt;
:The Accuracy 20 soldier is going to be shooting all over the place if he doesn&#039;t pay attention to these modifiers, so much so that firing 8x as fast will still result in less hits. The Accuracy 90 soldier might hit half as often (at long range), but that&#039;s still 4x as many hits, and he gets more mobility to boot. This is a very nice emergent effect from the formula - well-trained soldiers can pull off cool stunts that rookies can&#039;t.&lt;br /&gt;
*In real-time mode, you should pretty much always dual-wield unless you can&#039;t afford (or can&#039;t get) the extra gun. Dual-wielding two-handed weapons in aimed mode ultimately gives a 0.7x modifier to agent inaccuracy (1.4*0.5), but single-wielding in snap mode - at the same rate of fire - gives a 1x modifier (i.e. strictly worse). Likewise, dual-wielding two-handed weapons in snap mode gives a 1.4x modifier, but single-wielding in auto mode gives 2x. However, because you get the two-handed penalty if &#039;&#039;either&#039;&#039; of your weapons is two-handed, you should generally give agents either two two-handed weapons or two one-handed weapons (not one of each).&lt;br /&gt;
*Because there&#039;s always a shot spread, anything you can do to cut down your cross-section (kneeling, crawling/prone, cover) will directly reduce how often you get hit. Since the first two &#039;&#039;also&#039;&#039; increase your own accuracy, they&#039;re critically important in a firefight and you should basically always be doing one of them unless you&#039;re moving or you need the elevated shooting position (to shoot over cover). The advantages of kneeling over prone are that a kneeling soldier can turn freely (a prone soldier has to get up to turn - not good in close quarters!) and that a kneeling soldier takes up less space (e.g. in a firing line) - but prone is better on the numbers in a long-range slugfest in open terrain  (e.g. the upper floor of a Procreation Park, some Corporate HQ maps, much of the Alien Dimension)&lt;br /&gt;
&lt;br /&gt;
==Weapon Effectiveness (UFO)==&lt;br /&gt;
Finally decided to do at least some of these; I want to get hard data regarding rifles vs. HC/AC, and regarding Cyberdiscs and Sectopods in particular. Note that these calculations render Spike&#039;s Firepower Tables obsolete, at least as far as they go, as the latter do not consider max-health and thus sometimes give nonsense numbers like 0.5 Blaster Bombs being required to kill a Sectopod.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectoid Soldier (health 30, front armour 4, under armour 2)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Average damage&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-30||19.0||35.8%||76.4%||93.6%||98.6%||99.7%||100.0%||Snap||42%||83.9||Snap||35.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-30||20.4||44.3%||82.2%||95.8%||99.2%||99.9%||100.0%||Auto*||24.5%||97.6||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-30||24.8||69.9%||94.8%||99.3%||99.9%||100.0%||100.0%||Snap||42%||106.9||Snap||44.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||24-30||29.6||88.7%||100%||-||-||-||-||Snap||42%||87.5||Snap||36.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-30||23.1||60.0%||90.8%||98.5%||99.8%||100.0%||100.0%||Auto||22.4%||104.5||Auto||40.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||20-30||28.8||77.8%||100%||-||-||-||-||Auto*||22.4%||87.8||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-30||23.7||63.4%||92.3%||98.8%||99.9%||100.0%||100.0%||Auto||19.6%||71.0||Auto||25.3&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-30||25.2||71.9%||95.5%||99.5%||99.9%||100.0%||100.0%||Auto*||32.2%||60.2||Snap||33.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-30||26.6||80.1%||97.7%||99.8%||100.0%||100.0%||100.0%||Snap||35%||115.4||Snap||40.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-30||24.4||67.6%||94.0%||99.2%||99.9%||100.0%||100.0%||Auto||35%||51.6||Auto||30.2&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-30||26.4||78.9%||97.4%||99.8%||100.0%||100.0%||100.0%||Auto*||38.5%||53.4||Auto||36.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-30||27.5||85.3%||98.8%||99.9%||100.0%||100.0%||100.0%||Auto*||35%||53.0||Snap||34.8&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-30||27.1||82.3%||98.2%||99.9%||100.0%||100.0%||100.0%||Aimed||77%||116.5||Snap||47.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||23-30||29.5||86.3%||100%||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;85.3&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||30-30||30.0||100%||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||25.5||74.0%||95.8%||99.5%||99.9%||100.0%||100.0%||n/a||n/a||n/a||Melee||39.2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at 114+/100+ (Rifle), never/111+ (AC-HE), 123+/107+ (Laser Rifle), 100+/87+ (Plasma Rifle), 117+/101+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Floater Soldier (health 35, front armour 8, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg. dmg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!rowspan=&amp;quot;2&amp;quot;|7-hit kill!!rowspan=&amp;quot;2&amp;quot;|8-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-35||17.8||18.9%||58.1%||82.9%||94.0%||98.1%||99.5%||99.9%||100.0%||Snap||42%||106.5||Snap||44.7&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-35||20.1||29.5%||68.3%||88.8%||96.6%||99.1%||99.8%||99.9%||100.0%||Auto*||24.5%||116.0||Auto||39.0&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-35||26.9||61.9%||90.8%||98.2%||99.7%||100.0%||100.0%||100.0%||100.0%||Snap||42%||117.4||Snap||49.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-35||30.6||60.4%||99.5%||100%||-||-||-||-||-||Snap||42%||110.1||Snap||46.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-35||24.3||49.4%||83.7%||95.9%||99.1%||99.8%||100.0%||100.0%||100.0%||Auto||22.4%||116.8||Auto||41.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-35||27.8||44.4%||95.6%||100.0%||100%||-||-||-||-||Auto||22.4%||109.4||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-35||34.3||86.8%||100%||-||-||-||-||-||-||Aimed||80.5%||105.4||Snap||50.9&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-35||25.2||53.8%||86.4%||96.8%||99.4%||99.9%||100.0%||100.0%||100.0%||Auto||19.6%||78.6||Auto||25.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-35||27.5||64.5%||92.0%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||Auto*||32.2%||64.2||Auto||34.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-35||29.7||74.9%||96.0%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||Snap||35%||122.3||Snap||42.8&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-35||26.3||59.0%||89.3%||97.8%||99.6%||99.9%||100.0%||100.0%||100.0%||Auto||35%||55.6||Auto||30.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-35||29.3||73.3%||95.5%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto*||38.5%||55.7||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-35||31.1||81.4%||97.8%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto*||35%||54.6||Auto||35.1&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-35||29.2||74.0%||95.1%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||128.4||Snap||52.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-35||30.0||56.9%||98.9%||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;108.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-35||33.9||83.1%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;87.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-35||35.0||97.8%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-35||28.1||67.2%||92.7%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||42.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at never/125 (Rifle), never/116+ (Laser Rifle), 107+/93-112 (Plasma Rifle), 122+/106+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Snakeman===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Snakeman Soldier (health 45, front armour 20, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|11HK!!rowspan=&amp;quot;2&amp;quot;|12HK!!rowspan=&amp;quot;2&amp;quot;|13HK!!rowspan=&amp;quot;2&amp;quot;|14HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|16HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-32||10.0||0%||9.5%||27.8%||48.0%||65.3%||78.3%||87.1%||92.6%||95.9%||97.8%||98.8%||99.4%||99.7%||99.9%||99.9%||100.0%||Snap||42%||214.3||Snap||90.0&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-40||13.4||0%||20.5%||45.9%||66.8%||81.2%||89.9%||94.8%||97.5%||98.8%||99.4%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||204.8||Auto||57.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-45||27.9||42.5%||75.6%||91.2%||97.1%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||153.1||Snap||64.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-45||35.6||41.5%||96.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Snap||42%||127.7||Snap||53.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-45||22.2||23.5%||56.9%||79.2%||91.0%||96.3%||98.6%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||165.7||Auto||48.9&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-45||31.0||22.2%||87.0%||99.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Auto||22.4%||127.4||Auto||40.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-45||42.2||73.7%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||117.7||Snap||56.8&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||38-45||44.7||93.1%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||99.6||Snap||48.1&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-45||24.2||30.1%||64.0%||84.1%||93.7%||97.7%||99.2%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||107.1||Auto||29.2&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-45||29.0||46.3%||78.7%||92.8%||97.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||77.7||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-45||33.7||62.0%||89.3%||97.4%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||143.2||Snap||50.1&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-45||26.6||38.1%||71.7%||89.0%||96.1%||98.7%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||70.0||Auto||33.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-45||33.0||59.6%||88.0%||96.9%||99.3%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||62.8||Auto||37.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-45||36.6||71.9%||94.2%||99.0%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||58.9||Auto||35.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-45||36.0||68.5%||93.1%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||136.3||Snap||56.0&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-45||34.6||37.3%||94.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;126.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-45||41.4||69.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;98.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||43-45||45.0||98.2%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-45||44.1||86.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;84.9&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||45-45||45.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-45||30.2||50.4%||81.1%||93.8%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||53.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ethereal Soldier (health 55, front armour 35, under armour 35)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-17||2.9||0%||0%||0.0%||0.2%||1.1%||2.8%||5.7%||9.8%||15.0%||21.2%||56.8%||82.5%||94.3%||98.4%||99.6%||99.9%||100.0%||Snap||42%||655.8||Snap||275.4&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-25||5.3||0%||0%||1.7%||6.1%||13.3%||22.5%||32.8%||43.4%||53.6%||62.7%||90.5%||98.3%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||477.7||Auto||125.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-55||24.3||20.4%||49.6%||71.7%||85.4%||92.8%||96.6%||98.5%||99.3%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||224.9||Snap||94.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||0-43||17.8||0%||22.5%||55.5%||79.2%||91.6%||97.0%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||279.3||Snap||117.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-49||14.4||0%||15.7%||36.5%||55.9%||71.1%||81.9%||89.1%||93.6%||96.3%||98.0%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||289.7||Auto||74.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||0-31||11.0||0%||3.3%||19.7%||42.7%||63.8%||79.3%||89.0%||94.5%||97.4%||98.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||318.2||Auto||81.5&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||2-55||36.2||30.3%||79.6%||96.8%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100%||-||-||-||-||-||-||-||Aimed||80.5%||180.4||Snap||87.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||15-55||46.9||60.4%||97.5%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||132.4||Snap||63.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-55||17.7||3.2%||25.5%||49.3%||68.1%||81.0%||89.2%||94.1%||96.8%||98.4%||99.2%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||176.7||Auto||40.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-55||26.4||25.6%||56.0%||77.0%||88.9%||94.9%||97.8%||99.1%||99.6%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||103.9||Auto||42.6&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-55||34.7||47.4%||78.0%||91.8%||97.2%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||176.2||Snap||61.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-55||22.0||14.3%||41.6%||64.8%||80.4%||89.7%||94.8%||97.5%||98.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||101.5||Auto||42.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-55||33.5||44.1%||75.2%||90.2%||96.4%||98.8%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||74.5||Auto||39.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-55||40.0||61.0%||87.9%||96.7%||99.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||65.3||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||80%||0-55||31.0||37.6%||68.1%||85.4%||93.8%||97.5%||99.0%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||213.5||Snap||87.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||0-40||16.1||0%||16.8%||47.1%||72.4%||87.5%||94.9%||98.1%||99.3%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;288.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||0-55||33.3||22.5%||72.6%||94.3%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;158.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||20-55||49.3||68.5%||99.4%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;99.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||10-55||43.6||50.5%||93.6%||99.8%||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;117.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||55-55||55.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||80%||0-55||21.8||13.7%||39.2%||61.5%||77.3%||87.3%||93.1%||96.4%||98.2%||99.1%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||100.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cyberdisc (health 120, front armour 34, under armour 34)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||80%||0-7||0.7||0%||0%||0%||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.6%||3.4%||11.0%||24.1%||57.8%||Snap||42%||2115.1||Snap||888.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||80%||0-14||2.0||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||1.8%||13.2%||36.9%||63.1%||82.2%||92.7%||99.1%||Auto||24.5%||1366-1415||Auto||346.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||80%||0-55||17.1||0%||0%||4.9%||16.8%||33.2%||50.4%||65.4%||77.2%||85.6%||91.3%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||539.6||Snap||226.6&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||60%||0-30||3.6||0%||0%||0.0%||0.0%||0.7%||4.8%||15.3%||32.0%||50.9%||67.8%||98.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||762.8||Snap||320.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||80%||0-33||8.1||0%||0%||0%||0.2%||1.5%||4.9%||10.9%||19.3%||29.5%||40.6%||83.7%||97.4%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||718.6||Auto||171.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||60%||0-5||0.6||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.6%||8.4%||28.8%||53.8%||74.1%||86.9%||97.3%||Auto||22.4%||1839-1900||Auto||425.4&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||60%||0-120||39.4||0.0%||28.6%||83.8%||98.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||269.5||Snap||130.2&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||60%||0-120||94.3||33.0%||98.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||157.2||Snap||75.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-58||18.4||0%||0.1%||6.8%||21.0%||39.0%||56.4%||70.8%||81.5%||88.8%||93.5%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||284.6||Auto||62.6&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-86||30.9||0%||12.2%||36.0%||59.5%||76.9%||87.8%||94.0%||97.2%||98.7%||99.4%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||165.7||Auto||60.4&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-120||53.7||9.9%||45.9%||73.5%||88.6%||95.5%||98.4%||99.4%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||272.4||Snap||95.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-70||23.7||0%||3.5%||18.4%||39.2%||59.1%||74.7%||85.3%||91.9%||95.7%||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||163.3||Auto||63.5&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-120||49.6||4.3%||39.0%||68.3%||85.5%||94.0%||97.7%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||109.3||Auto||48.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-120||70.9||33.3%||70.4%||89.3%||96.6%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||83.1||Auto||38.9&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-120||113.6||84.1%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||113.3||Snap||46.5&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||60%||0-26||2.3||0%||0%||0.0%||0.0%||0.0%||0.5%||2.6%||8.3%||18.1%||31.3%||86.9%||98.8%||99.9%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;913.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||60%||0-107||29.9||0%||9.6%||60.4%||92.3%||99.1%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;254.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||60%||0-120||107.4||59.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;105.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||60%||0-120||74.7||9.6%||89.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;151.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||60%||113-120||120.0||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-96||35.5||0%||15.7%||40.0%||62.2%||78.2%||88.2%||94.0%||97.0%||98.6%||99.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||128.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
====Front====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, front armour 145, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||19.6%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-35||3.5||0%||0%||0.0%||0.1%||0.4%||0.9%||1.7%||2.8%||4.3%||6.2%||20.6%||39.9%||58.8%||73.9%||84.5%||91.3%||97.6%||Auto||32.2%||868-904||Auto||291.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||23.4||5.8%||19.0%||34.3%||48.7%||61.1%||71.2%||79.1%||85.0%||89.4%||92.6%||98.9%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||499.0||Snap||174.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||38.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-39||4.1||0%||0%||0.1%||0.4%||1.0%||1.9%||3.4%||5.3%||7.7%||10.5%||29.9%||51.7%||70.1%||83.0%||90.9%||95.4%||99.0%||Auto||35%||719-753||Auto||263.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||n/a||n/a||n/a||Melee||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rear====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, rear armour 100, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-12||0.7||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.1%||0.4%||1.4%||3.5%||7.1%||19.7%||Snap||42%||5460.5||Snap||2293.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-38||5.3||0%||0%||0.2%||0.8%||2.0%||4.1%||7.0%||10.8%||15.3%||20.5%||49.7%||73.9%||88.3%||95.3%||98.3%||99.4%||99.9%||Auto||19.6%||716.1||Auto||147.1&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-80||17.9||0%||7.6%||19.7%||33.5%||47.0%||59.1%||69.2%||77.2%||83.5%||88.2%||98.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||236.9||Auto||83.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||40.2||23.4%||49.0%||68.7%||81.8%||89.8%||94.5%||97.1%||98.5%||99.2%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||281.6||Snap||98.6&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-28||3.0||0%||0%||0%||0.0%||0.1%||0.3%||0.6%||1.2%||2.1%||3.3%||15.4%||34.8%||55.4%||72.5%||84.4%||91.8%||98.1%||Auto||38.5%||794-826||Auto||317.9&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-84||19.1||0%||8.8%||22.2%||36.9%||50.8%||62.8%||72.6%||80.2%||86.0%||90.2%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||214.9||Auto||82.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||3.5||0%||0%||0%||0.0%||0.0%||0.1%||0.3%||0.6%||1.1%||1.7%||9.0%||23.0%||40.5%||57.8%||72.1%||82.7%||94.3%||n/a||n/a||n/a||Melee||893.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:ProspectOfIgnorance&amp;diff=121347</id>
		<title>User talk:ProspectOfIgnorance</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:ProspectOfIgnorance&amp;diff=121347"/>
		<updated>2025-03-31T10:46:43Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: removing another link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Table of Contents:&lt;br /&gt;
&lt;br /&gt;
== Initial Theory of Acceptance ==&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Hello, &lt;br /&gt;
 I want you to have some background before you read this crazy stuff, about what I put a lot of time into in my adult life concerning X-COM:&lt;br /&gt;
&lt;br /&gt;
 Please do not consider this anything larger than a topic of entertainment and theory advancement about primarily the game X-COM UFO Defense.&lt;br /&gt;
== I am the greatest and best X-COM UFO Defense player of all time and I intend to show the proof. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ALL OF US Love this game, but what has really changed since 1994.....&lt;br /&gt;
&lt;br /&gt;
 Firstly there is proof of actual non-inertial craft in US Airspace in 2004 off the coast of California. And yet the rest of the tryst between us and the real users of the X-COM game remain unclear. This requires an un-reasonable use of personal time and expertise to prove without any doubt that we are in unclear territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 I am an old school player from the early days of X-COM and having used this amazing website I have furthered my understanding and theory of this game. There is reason to realize that the terms in this game may be selected with use to clarify an argument which is ongoing. From here on I will allow you interest but not disapproval of my theory of science and technique. If you are not a sure person just doubt this theory of mass, and remove the mention of realty. I am going to further the understanding of the mythos of this game but I want you as the reader to remember this: &lt;br /&gt;
&lt;br /&gt;
 All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; a product of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 These are my pre-cursors that I will use in this explanation of my ultimate X-COM UFO Defense strategy:&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reticulan Continuum ==&lt;br /&gt;
&lt;br /&gt;
 (read Sectoid via Reticulan) The theory of a long term reality-bending war-riding race that diversifies genetically through conversion of people via warfare and disintegration of cultures. In effect the Reticulian Continuum creates more types by conquering worlds like what is seen in X-COM UFO Defense. This is a well known but undefined topic I use loosely in my explanation of the theories I present.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== (Elerium) 115 ==&lt;br /&gt;
&lt;br /&gt;
 The theory that Elerium 115 is a densely located and proton-packed, heavy and stable element that can be used in resonance or repair of gravity waves. Useful in formation of standing waves to generate static structures or matter-waves relating to movement within formative masses composed of fluid gravity-mass movement via space-environment as a set standard.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Some Potential Theory Uses for Elerium 115: Powerful Force Fields, Foundry, Advanced Armour, Plasma Weaponry, &lt;br /&gt;
 (My own make believe theory about plasma fires) Static Removal Simulation via Plasma Fire Uncertainty.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Static-Removal Simulation Theory ==&lt;br /&gt;
&lt;br /&gt;
 The idea that there is a simulated possibility that a theoretical near-maximum exists in terms of computational correctness, specifically in terms of forecasting simulated outputs. My proposed solution suggests this near-maximum relies on and exists in a lance or plasma or moving proportion of plasma in a state of near mass-efficient conversion into energy and/or potential mass-capable mass. (The Static-Removal Simulation Theory exists in virtual setting this.) &lt;br /&gt;
&lt;br /&gt;
 The theory relies on the conceptually large rank of possible range-capable reactions in terms of plasma conversion via mist or mixing of various unknown elements and mixture heat in a largest theoretical maximum via Elerium 115. Due to time expansion as a relative constant, this would rely on the correctness of the simulated value of said &amp;quot;Plasma Fire&amp;quot; relationship to under-utilize the over-optimized lack of physical agreements in-virtu....&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th ==&lt;br /&gt;
 Cydonia by May 29th - This is the initial save I wanted to share with the X-COM UFO Defense community, I did not take the time during the playthrough to take exact snapshots of the initial build in January - April 11th, and used an iterator style save file (on Superhuman) so I had only 10 saves to document this(potentially pretty good) Personal fastest win.&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th Game Analysis ==&lt;br /&gt;
&lt;br /&gt;
 This is the best theory of the game as of 2022 that I have ever considered or encountered, and having made a maiden run which I completed X-COM UFO Defense and defeated the Cydonia Mission on May 29th with 98 Million USD excess fund prior to the mission. &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 I am using various game bugs from X-COM UFO Defense (1994) base version with no Mods. &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 There is only one way to play the game of X-COM UFO Defense, and I will give to you the raw save files!!! &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 It is a strategy called &#039;Laser War&#039;, now let me walk you through it.  Luckily there is such ease of use that it is drag and drop just like in 1994. After this I decided to take many more snapshots of the game but this one only has 10 saves as is normal for a typical X-COM UFO Defense file tree.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 1 : Type 1 ==&lt;br /&gt;
&lt;br /&gt;
I typically name my first file &amp;quot;Type 1&amp;quot; and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it&#039;s 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 2 : Type @ ==&lt;br /&gt;
&lt;br /&gt;
I typically name my second file &amp;quot;Type @&amp;quot; and then let it be the second from the top save throughout the run through. This is a moving iterator I use as the game progresses as a current point as the saves are removed in a 10 save setup. This will be set at the last point in the game as all the files I will send will be complete successful runs. Theory being it was a surviving X-COM race that was then presented on the Internet here, so you can know that they have succeeded and the game is safe to play. This also means that any implied movement that the files present was in fact a successful(or potentially unsuccessful) mission I played in one try with no reloads (unless hardware/software failure). For example if there is an alien base run that got a captured alien commander : I had the items that are present in the save file at the point in time.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 3 - 10 : Date and or Description ==&lt;br /&gt;
&lt;br /&gt;
I typically name my other save files with the date and potentially a description in the game at the point it is saved. I did not organize this one well because I was unprepared for the unreasonable rate of success of this build order, and it made me feel the need to tell the world about this incredible run. I will typically add on the Cydonia tag as well as the date to show when the Cydonia mission was set and completed. On the Cydonia Save file I typically leave all the items for scoring or perspective but I will sell everything but Alien Alloys and Elerium 115 to self score the Excess Fund. In this run I did not sell any alien corpses at all the whole game so you can see the number of Aliens encountered per save.&lt;br /&gt;
 &lt;br /&gt;
This is the BEST game ever not theory practice. Mentioned in depth below. This is a set of game files for X-COM UFO Defense as I have it presented from Steam as a platform. You can just take this and unzip into a directory, then copy and paste these into you local games folder(You can see this on steam on a separate button, of on your local hard drive) You just have to replace this with what is already there in each of the (&#039;SAVE 1&#039; &#039;SAVE 2&#039;, ... ,&#039;SAVE 10&#039; Files in the root directory for Saves (you have to look, just look at the file structure). &lt;br /&gt;
&lt;br /&gt;
I have sometimes noticed some minor bugs in the loading of the files some times, but you only need to restart your X-COM game again if this happens, so that the files will be recognized. I am not a really practiced developer on this type of code, so I can not tell you what changes in the restart but it fixes the 2 issues that I will mention below (known loading problems with a file mismatch that seems to be solved by init x 2 lol).&lt;br /&gt;
&lt;br /&gt;
reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
 &lt;br /&gt;
 File Name : [[File:June-18-2022_X-com_Win-May28th.zip]]&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Base Theory ==&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
I have a very thought through and re-rationalized view of how to place the majority but not all of the bases in X-COM UFO Defense and I will be specific as to why I do this and how come this matters for the run.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 8 Bases Total&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Starting Base : Thule AFB ==&lt;br /&gt;
[[File:Thule AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 This stands for &amp;quot;Thule Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Thule around the world ==&lt;br /&gt;
 Thule around the world. &amp;quot;Thule around the world&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thule is the pivotal and in my experience the best place to be, and to start, in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
There are 3 major advantages:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
1: The arctic Tileset is the easiest to use in the early game due to brightness and the natural use of 1 part paths(paths in ice that must be connected but have broken away pieces of land and ice) that limit random movement into and out of the landed or crashes.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
2: Thule&#039;s tactical movement advantage is apparent due to its presence nearer to the top of the globe making for in effect greater cornering for interceptors that leave from this location vs ranging. It is a tactical advantage but I am not an advanced map user that understands as to why. &lt;br /&gt;
&lt;br /&gt;
 Forget why this is and &amp;quot;Thule around the world&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Just do that.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
3: Thule is especially advantaged by nearness to scattered landmasses and also various slopes that encourage landed UFOs (For some reason?) and also all of the locations in the nearby area are in arctic tiles. This is good because this means the Alien Opponent will not have a good time hiding a building base on your nearby topological zone.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
For reference the Alien computer opponent has different rules in effect than the player, and to build an additional base it needs to move nearby with 2-4 Flying and then landed UFOs which you will see if they are nearby in your sensor range, thus respond or detect the new nearby Alien Base (there can be numerous on the map at one time but may need to be constructed). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The downside of a sneaky base on an unscouted part of a continent you occupy with your first base, due to failure or other factors that the Alien opponent may optimize unevenly. is evident of location like:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
In central Peru or in Western North America, or in Numerous places in disconnected Africa Bases or in south east Asia or Islands near continents.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The structure of this base is built off of the base model that is presented at the first part of the game and is not altered by deconstruction so as not to relay on a disadvantage in game.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Thule AFB : Type 1 ==&lt;br /&gt;
[[File:Thule AFB Type 1-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 2 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Tank/Rocket Launcher ( Transfer in 96 Hours) x 1 Cost Each : $480,000&lt;br /&gt;
&lt;br /&gt;
HWP Rockets ( Transfer in 48 Hours) x 22 Cost Each : $3,000&lt;br /&gt;
&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 4 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 18 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 3 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Electro-Flare ( Transfer in 24 Hours) x 27  Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon ( Transfer in 24 Hours) x 4 Cost Each : $13,500&lt;br /&gt;
&lt;br /&gt;
AC-HE ( Transfer in 24 Hours) x 8 Cost Each : $700&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 8 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 8 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 3 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 6&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: STINGRAY&lt;br /&gt;
&lt;br /&gt;
Weapon 2: STINGRAY&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: STINGRAY&lt;br /&gt;
&lt;br /&gt;
Weapon 2: AVALANCHE&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
Stingray Missile x 25 | Space Used : 10&lt;br /&gt;
&lt;br /&gt;
Avalanche Missile x 10 | Space Used : 15&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
10 Scientists | Motion Scanner | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
==Analysis - Thule AFB==&lt;br /&gt;
 The game requires at the first point in the session that you optimize space for your initial incursion response team to locate the first point of contact. There are largely 2 schools of thought but they require you to meet in the middle.&lt;br /&gt;
&lt;br /&gt;
 The two schools of thought are this - Bio or Mech -- this means that you think or an infantry or a supported armored unit and infantry combination. The technique of using solely armored vehicles is necessarily disadvantaged in the terms of X-COM&#039;s use of solely infantry access locations.&lt;br /&gt;
&lt;br /&gt;
 The possible Options are thus : 2 Tanks | 6 Soldiers , 1 Tank | 10 Soldiers , 14 Soldiers due to the SKYRANGER&#039;s maximums. &lt;br /&gt;
&lt;br /&gt;
 This Build uses 1 Tank | 10 Soldiers but as the tech advances and the user gains money it is set up to use 2 Tanks | 6 Soldiers as a permanent mid-game structure prior to researching AVENGER. The Items that the user is missing to make this transition possible (other than money) is primarily the Laser Rifle. But in leu of the Laser Rifle, the teams of 2 Tanks | 6 Soldiers can use Auto-Cannons with AC-HE ammunition primarily. The other item I use is Motion Scanner, this item allows me to distinguish a termed &amp;quot;Squad-Leader&amp;quot; that will take AC-I and a motion scanner in night encounters for vision. You may need to use AC-AP for use inside the UFOs if the user chooses not to handle Rifles for entry. Once the player completes the required tech for both Tank/Laser Cannon and Laser Rifles you can rely on the 2 Tank | 6 Soldiers configuration for Terror Missions (using the Laser War Premise) and for actual craft encounters as they tech to the point of researching Alien Grenades and Personal Armour.&lt;br /&gt;
&lt;br /&gt;
Everything else in the starting inventory that was dismounted or not selected from the initial setup was sold for store space.&lt;br /&gt;
&lt;br /&gt;
 See ** UFOs represented as an Interior Battleground **&lt;br /&gt;
 &lt;br /&gt;
 See ** Number of Tanks vs Infantry in SKYRANGER and AVENGER  **&lt;br /&gt;
== Theory of Use - Thule AFB ==&lt;br /&gt;
&lt;br /&gt;
 The theory of the use of Thule AFB in this, my iteration of the &amp;quot;Laser War&amp;quot; premise in X-COM UFO Defense is key upon the prior point above concerning the need for a 2 Tanks | 6 Soldiers loadout in the early midgame moving into potentially making capture missions a priority or ideally forcing an engagement in alien base assaults.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The need thus revolves around the idea that the cost of armor is high (Read Heavy Weapons Platforms - i.e. Tank/Rocket Launcher as seen above) and because of this the cost of Laser Weapons as a profit source for your X-COM company is essential as a first step.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The reason I provide in terms of need for this premise to be the first correct statement, is that it reduces your potential of losses and allows for easier use of lower rank soldiers in useful combination with statistically static armored units -- in particular the Tank/Laser Cannon, in my position the best and most useful unit or weapon in X-COM UFO Defense. &lt;br /&gt;
&lt;br /&gt;
 This is further the case due to the fact that Tank/Laser Cannon are profitable at cost of above 140% cost of use per engineer.&lt;br /&gt;
 &lt;br /&gt;
 The use of the workshop feature of excess, is best for the high start up cost of the Tank/Laser Cannon and will net you $594,000 for holding the start up cost of $500,000 at point of proof. &lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 These funds are reducible into Engineers at $50,000 , Workshops at $800,000 and Living Quarters at $400,000 to reach theory maximum of 250 Engineers , 6 Living Quarters, and 6 Workshops capable of producing 1 Tank/Laser Cannon every 4 hours exactly.&lt;br /&gt;
&lt;br /&gt;
 Because of this initial need for Laser Weapons as a directive, you want to build the most technically heavy version of the research projects you have available. I choose Motion Scanner here because it has utility throughout the entire game and is a profit producing good that you can use while you are researching up to Laser Weapons. &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 I do not need to go for Medi-Kit as a profit making technology early before producing Laser Pistols and Laser Rifles on the path to the first Tank/Laser Cannon, and therein using this technology to stabilize on the Theory Maximum which implies a lack of usable space on the floor of the initial base, thus forcing expansion or lack of use.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
The build I use in this iteration of &#039;Laser War&#039; is contingent upon a lack of usable time format in terms of researching correctly, I remained on a low number of Laboratory (at 2 maximum) until after the first alien base assault which gained me 2 captured aliens. (Save File &#039;April 11th&#039;) ( Sectoid Leader and Sectoid Commander) This is ideal and in a best possible mode for success which implies that there is an unsustainable advance of research project available after then.&lt;br /&gt;
&lt;br /&gt;
== Alien Base Standard ==&lt;br /&gt;
&lt;br /&gt;
 Standard at point in time of attack April 11th &lt;br /&gt;
 &lt;br /&gt;
 Tank/ Laser Cannon : Lasers, Conventional Grenade, and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien Base Infantry Standard April 11th--June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 My actual limiting factor after the alien base mission is one of research speed as a constant and the cost of time being more relevant than money in terms of Laboratory production. &lt;br /&gt;
 &lt;br /&gt;
 Because of this I relied on a hotelling structure for Engineers or Scientist via Wright-PatAFB to Monument NM to optimize for my underutilization of living quarters in Thule AFB. This was needed to finish the Research and the AVENGER just before the end of May -- Which you can be capable of trying from various points and could potentially improve on a save file to bring the Cydonia mission earlier than May 29th.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Base 2 : Wright-PatAFB ==&lt;br /&gt;
[[File:Wright-PatAFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Wright-PatAFB Stands for &amp;quot;Wright Patterson Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Wright Patterson is a historic and metered response option on the eastern seaboard all the way into Western-Africa ever since Jets were invented, it is a part of a defensive network of the first 3 bases I put down in the North American Region. These three bases are as follows : Thule AFB, Wright-PatAFB, and Monument NM.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 This provides a 3 part series of movement that can be used in conjunction for overall security of your oldest X-COM base which is statistically more likely to be attacked by intruding UFO.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 1: Intercept Base - Thule AFB covers this range of motion in the defense arc, it is well designed as a basic intercept base to begin with and houses SKYRANGER and at some points( in this case all points) Interceptor for initial ranging and air battles.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 2: Air Superiority Headquarters - Wright-PatAFB is a functioning Air Superiority HQ because it has a General Stores and Hanger Space for refit and intercept but does not have a need for a SKYRANGER. Air Superiority HQ is capable to hold Soldiers, especially when they are being held to Cydonia for defense of Airfields in depth of Tanks via General Stores, as well as having Alien Containment in case of a mission failing base defense loss for redundancy in depth.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 3: Hidden Detection, Shipyards and Engineering - Monument NM is a base that functions in this capacity, in that you make delayed construction on radar to further position the Living Quarters and Workshops around a single Hangar in hopes to quickly and more efficiently transition to theory maximum 250 Engineers to produce a Tank/Laser Cannon every 4 hours. The delay of radar as a constant is in effect limited by ease of construction not fear of detection or reprisal but is a constant in-theory-boundary reasoning.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Cydonia Standard and Orient==&lt;br /&gt;
 Final Alien Encounter Counts - note only 3 Mutons encountered. &lt;br /&gt;
 &lt;br /&gt;
 [[File:Final Alien encounter Count.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Standard at point in time of attack on Cydonia May 28th&lt;br /&gt;
 Note no Plasma-- &lt;br /&gt;
  &lt;br /&gt;
 I did research Heavy Plasma but not Heavy Plasma Clip to increase my firepower from disarmed foes after landing in Cydonia underground.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cydonia Standard.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Cydonia Setup and Orient&lt;br /&gt;
&lt;br /&gt;
 2 Tank/Laser Cannon : 18 Soldiers : Lasers, Alien Grenades, and Power Armor&lt;br /&gt;
&lt;br /&gt;
 [[File:Cydonia Orient and setup.PNG]]&lt;br /&gt;
== Base 3 : Monument NM ==&lt;br /&gt;
[[File:Monument NM Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Monument NM stands for &amp;quot;Monument, New Mexico&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Monument NM is a covert ship building platform, that is your main source of 2nd base engineering cause, which relies on the need for a technical and well thought through expansion pattern. There is a common obvious problem in base building that there are not any available open surfaces to build across from and thus locked out from building. This is helped and intermittently solved by the symmetry of a Living Quarters vs Workshop :&lt;br /&gt;
&lt;br /&gt;
 Living Quarters || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
By my metric that this is a hidden underground install of a minor engineering effort as a prospect of ignorance, Monument NM is an engineering base used as a tank-factory in specific and should be visional and obscure but protected in its: &lt;br /&gt;
 1 - Narrow entry&lt;br /&gt;
 2 - Surrounded hangar&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 4 : Pretoria ==&lt;br /&gt;
[[File:Pretoria Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Pretoria &amp;quot;Pretoria&amp;quot; meaning exactly is a region not a cause.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Use of this location is mostly sensory area and closeness to a major area I can recall. &lt;br /&gt;
 &lt;br /&gt;
 Used at the end of the game for stores that I placed the alien technology into for scoring.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 5 : Pine Gap SB ==&lt;br /&gt;
[[File:Pine Gap SB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Pine Gap SB stands for &amp;quot;Pine Gap Sensor Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Pine Gap is usable as a forward use intercept base and sensor area. Pine Gap SB is mostly used for housing covered Light Fighters and potentially can be expanded later in game if you can produce Lightnings for early retrieval via teams with Blaster Bombs and roof entry - with Motion Scanners/ Flying suits. &lt;br /&gt;
 &lt;br /&gt;
 At the end of the game (May) I was producing Laboratory for final tech advance.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 6 : Stuttgart AFB ==&lt;br /&gt;
[[File:Stuttgart AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Stuttgart AFB stands for &amp;quot;Stuttgart Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stuttgart AFB is a revival base that is useful as an early fallout revival plan if you lose your first base. &lt;br /&gt;
 &lt;br /&gt;
 It is set up as a bare bones intercept base that you can build heavier as a 2-4 Hangar Intercept and infantry base or a 1-2 Hangar heavier infantry and training center with psi-labs, due to the lack of overhead in terms of space of the initial base set up (3 Hangars, Laboratory and Workshop)&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stuttgart AFB is useable like a revival base as an intercept companion base that can handle terror missions or lone supply ships that can lead to an alien base attack if needed.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 7 : Mumbai AFB ==&lt;br /&gt;
[[File:Mumbai AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Mumbai AFB stands for &amp;quot;Mumbai Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.&lt;br /&gt;
 &lt;br /&gt;
 I used a basic radar base with General Stores and 2 Hangars as a typical basic design.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 8 : Korea ==&lt;br /&gt;
[[File:Korea Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Korea &amp;quot;Korea&amp;quot; meaning exactly is a region not a cause.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.&lt;br /&gt;
&lt;br /&gt;
I used a basic radar base with no General Stores but Alien Containment for live alien storage and 2 Hangars as a typical basic design.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interesting X-COM UFO Defense Production and Engineering tips and Personal Strategy for Bases ==&lt;br /&gt;
 - I have a personal evolving theory of use on all the Base locations in X-COM UFO Defense structured around the approximate location of Pituffik Airport in Pituffik, Greenland. &lt;br /&gt;
 &lt;br /&gt;
 I am also an avid youtube video watcher about theories of math and science, ecology and biology, military history and production of goods during times of warfare-- as well as videos and interviews about various UFO installations and former employees from the position of a person who likes Sci-fi and Physics/Graphics/Mathematics/Pharmaceutical Chemistry/Psychiatry and Psychology/Computer Science and Spirituality or Religions etc.&lt;br /&gt;
== I think I broke the metagame... ==&lt;br /&gt;
&lt;br /&gt;
 Looks like if you use all of these tricks extensively there are some really interesting ways to play X-COM UFO Defense in 2022 on Windows that I have never seen anyone point out. Enjoy, but give me love internet: pancakes are not free(8.75USD! per 5lb).&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 1 : Type 1 ==&lt;br /&gt;
&lt;br /&gt;
I typically name my first file &amp;quot;Type 1&amp;quot; and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it&#039;s 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 2 - 10 : Date and or Description ==&lt;br /&gt;
&lt;br /&gt;
I typically name my other save files with the date and potentially a description in the game at the point it is saved.  &lt;br /&gt;
&lt;br /&gt;
I have sometimes noticed some minor bugs in the loading of the files some times, but you only need to restart your X-COM game again if this happens, so that the files will be recognized. I am not a really practiced developer on this type of code, so I can not tell you what changes in the restart but it fixes the 2 issues that I will mention below (known loading problems with a file mismatch that seems to be solved by init x 2 lol).&lt;br /&gt;
&lt;br /&gt;
reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Free Tanks ==&lt;br /&gt;
&lt;br /&gt;
 Available Tank/Laser Cannon in surplus at May 28th : 51&lt;br /&gt;
 &lt;br /&gt;
 [[File:Tanks Stores at May 28th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 1st - Use of the Workshop feature that allows the user to get workshop production without start-up cost ( both USD cost and materials ) IF the user has the cost and workshop space prior to production, and instead of incrementing either counter on the workshop screen ( engineers or units to build ) exits to the sub-menu.&lt;br /&gt;
  &lt;br /&gt;
 Step 1&lt;br /&gt;
  &lt;br /&gt;
 [[File:Free Tank step 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 User then returns to the item to be produced and sets the unit value up to 1 and adds engineers to build it. You will get the first increment unit for free but can continue from there if you want more at cost. &lt;br /&gt;
 &lt;br /&gt;
 Step 2&lt;br /&gt;
 &lt;br /&gt;
 [[File:Free Tank step 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Step 3 &lt;br /&gt;
 &lt;br /&gt;
 [[File:Free Tank step 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This is an increment bug on a UI element not a break or an exploit which was shipped to production 3 or more times (1994).&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 == Use of Sale in Research and Multi-level Usage of Research Project Material ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Available Research vs Stores 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 If you didn&#039;t already know about this you can set up all your research projects like the Workshop bug, by clicking through you can set them stabily open and either sell or transfer the units of research project material to another scientific Laboratory location.&lt;br /&gt;
&lt;br /&gt;
 [[File:Available Research vs Stores 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You can even go so far as to say that the ordering of the research is component driven and specifically important in its permeative significance. The list is always in the same order at max research projects in terms of value. For example Laser Weapons will always appear on top, making it easy to believe it is important or should be researched earlier.&lt;br /&gt;
&lt;br /&gt;
== Light Fighters ==&lt;br /&gt;
 2nd - Light Fighters: This is the use of a bug that seems to be that if the user has an air unit that is rearmed and refueled, it can be transferred to another location with another hanger and it will be set 0% fuel for the rest of the game -- until it is told to return to base for repair or rearm. &lt;br /&gt;
&lt;br /&gt;
 [[File:Light-Fighters 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I call this Light Fighters because it could be done conceptually with (...lots of legwork...) that the fighters could constantly cover the light side of the planet Earth in X-COM UFO Defense as time went on and wash over intercepting at will and potentially covering for sight on bases in maximized movement patterns at cost of user clicks and no refuels.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Light-Fighters 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
This is a simple technical reality that will occur in every game which is an exploit which was shipped to production 3 or more times (1994).&lt;br /&gt;
&lt;br /&gt;
 [[File:Light-Fighters 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
In reality fast AVENGER is the quickest and best way to open into mass light fighters because then you will have no need for higher tech engineering&lt;br /&gt;
&lt;br /&gt;
vs Cost benefit-adding or profit-curve dynamic production.&lt;br /&gt;
&lt;br /&gt;
 Fastest to date AVENGER (trying this build 2 times so far) April 12th&lt;br /&gt;
 &lt;br /&gt;
 Datestamp of assumed position in time : April 12th 11:06&lt;br /&gt;
 &lt;br /&gt;
 [[File:AVENGER Complete.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 View of the base at time : April 12th 11:06&lt;br /&gt;
 &lt;br /&gt;
 [[File:AVENGER Complete Thule Base.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 3 Variants of the Covered Light Fighter Housing&lt;br /&gt;
 #1&lt;br /&gt;
 [[File:Covered Light FIghter 1.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 #2&lt;br /&gt;
 [[File:Covered Light FIghter 2.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 #3&lt;br /&gt;
 [[File:Covered Light FIghter 3.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 A Geometric take in Monument, with no UFO activity.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Monument take 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 In the Ultimate Late Game : May 8th 20:14 &lt;br /&gt;
  &lt;br /&gt;
 [[File:Ultimate Late Game Timestamp May 8th.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 5 Variants of Late Game Covered Light Fighter Hanger space&lt;br /&gt;
 &lt;br /&gt;
 #1&lt;br /&gt;
 [[File:Ultimate Late Game Type 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #2&lt;br /&gt;
 [[File:Ultimate Late Game Type 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #3&lt;br /&gt;
 [[File:Ultimate Late Game Type 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #4&lt;br /&gt;
 [[File:Ultimate Late Game Type 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #5&lt;br /&gt;
 [[File:Ultimate Late Game Type 5.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Monument&lt;br /&gt;
 [[File:Ultimate Late Game Monument NM.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Light Fighters Save Files ==&lt;br /&gt;
&lt;br /&gt;
 Formation and Horizon scanning technique&lt;br /&gt;
&lt;br /&gt;
 These are all save file trees for X-COM UFO Defense, Be sure you clear your save files folders so you don&#039;t have weird overlap, you can always just fill the folders with no data to clear them and the X-COM Game will build the files when you need them in a usual save file next time you save like in a blank install.&lt;br /&gt;
 &lt;br /&gt;
 [[File:May Light Fighter Formations Part 1.zip]]&lt;br /&gt;
 [[File:May Light Fighters Formations Part 2.zip]]&lt;br /&gt;
 [[File:May Light Fighter Horizon Part 1.zip]]&lt;br /&gt;
 [[File:May Light Fighter Horizon Part 2.zip]]&lt;br /&gt;
&lt;br /&gt;
== Laser War Save Files ==&lt;br /&gt;
&lt;br /&gt;
 Continuity save trees for the early game prior to the situation above&lt;br /&gt;
 &lt;br /&gt;
 [[File:January - March.zip]]&lt;br /&gt;
 [[File:March - April.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 1.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 2.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 3 - May 1st.zip]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
 3rd - Minor bug that will sell engineers if they are over 250 but it is a loss as a player to use it and it was accidental.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
There might be more minor ones that do not seem important but this is all I can remember at this point in time.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Theory of Metagame and Research ==&lt;br /&gt;
Because I forgot to take snapshots for this run for the first 3 months I will have to explain here while I finish the current run I am creating beyond this one. &lt;br /&gt;
&lt;br /&gt;
I plan to show Screenshots of specifics of tech movements in the early game and Battlescape Laser War strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Laser Weapons in X-COM UFO Defense are special because they fire in X-COM Unit exclusive 3 shot vector groups. The advantage I am describing is use of Autoshot for both the Laser Pistol and Laser Rifle, These are X-COM specific weapons, and they have the smallest Time Unit usage per Autoshot(fires 3 shots in a Vector group) of any class of X-COM capable weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 This is a core principle of Static-Removal Simulation Theory: &#039;The amount of length to the user is continuum on the context at large&#039;. &lt;br /&gt;
&lt;br /&gt;
The idea is that because of the conditions that the alien opponent&#039;s soldiers are under constraints in terms of tactics (material constraints in the game logic and operating system), showcases that the X-COM User is drawing from a larger set of simulative possible advances in their viewpoint on vector as aiming in a larger material context.&lt;br /&gt;
&lt;br /&gt;
 This proves out the dichotomy between X-COM Units and Aliens in terms of tactical advantages in tech and in my mind and more importantly - personal existential theory between individuals in either condition.&lt;br /&gt;
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 The Dichotomy is this : X-COM uses Lasers, Aliens are in the Plasma War and are enamored with &#039;Plasma Fire&#039; on a Society level&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
I invite you to look around the prepared pages on this website concerning the Stats and Damage for various weapons and armor so you can familiarize yourself with the weakness and positives from a damage point standpoint of either tech types&lt;br /&gt;
&lt;br /&gt;
 (Conventional-&amp;gt;Laser vs. Plasma).&lt;br /&gt;
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 Laser Weapons Class has lower damage per shot in terms of penetration, but maintains damage over range and has the maximum shots per turn per soldier. In addition if you use alien alloys to build armor of any kind you gain very large defensive benefits when fighting X-COM vs X-COM in terms of mind control or panic. Laser Pistols in particular are very low DPS vs X-COM in armor and a soldier can usually survive 5 or more shots point blank without being incapacitated.&lt;br /&gt;
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 These advantages in combination with the Tank/Laser Cannon are useful mostly in terms of cover and longevity of the correctly oriented Laser Range as a material orientation of warfare in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 The advantage of a Laser Range is that you as a larger context argument are capable of ranging your accurate movement into the surrounding area beyond what you can see and expect or preempt the movements of a set group convention. &lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Range 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Laser Range is opposable and can be used indirectly to reduce cover from a safe orientation and range vs indistinct stragglers. &lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Range 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
By spreading behind the moveable cover of the Tank/Laser Cannon you can effect fire down range in effect limiting your own movement but reducing the comparable cause in cover as a concept. The X-COM User has ultimate cause of mission and correctness in terms of firing orders, and can in some ways correct the ranging in accuracy by using accuracy lensing ( this is intentionally removing the targeting reticule from the assumed target and placing it one square before them, or in a more complicated alter lensing.)&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Use of these ideas imply that the Laser Weapons curve is the strongest capable plan vs obstacles and human-made structures in X-COM UFO Defense because it relies on you as an instantaneous context of individual-actor vector grouping in arrangement : side by side vs your stasis of the outer-war concept of &#039;Plasma Fire&#039; as a simulation boundary in continuity with your standard outside of the iso.&lt;br /&gt;
&lt;br /&gt;
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This topic of using self in use to aid in confinement and stasis of the simulated &#039;Plasma Fire&#039; certainty as a tech curve as you simulate into the final sequences in X-COM UFO Defense is a self directed and overweight process. Iconic aside to the correct usage of Laser Weapons implies that you use the advantages personally and provide further range through destruction of obstacles. These techniques as context are contextually related to higher outer reasoning in terms of game tactics and outer-world vector grouping. This advantage is iconic of the Laser Weapons Class in terms of range movement as a practicum of cover fire with reduction of &#039;cover over concept&#039; as a winning side argument in embankment and design of architecture.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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Herein lies the fundamental difference in sequence tune logic the aliens and the X-COM soldier in terms of &#039;individual fanatic&#039; a.k.a category insane units vs ranging -- (read individual person soldier that uses direct curve logic to tune technological expansion. The logic of the game lore dictates that the prior arguments are in effect and the technology that is taken from the aliens is known to them at time.) As the user causes the X-COM to advance technologically they have entry in a larger argument schema. This allows the user to category in a larger sense the use patterns, inventory, and tactics of the carrier soldiers as they technique advancement via &#039;their eyes&#039; philosophy. The opponent as a person soldier is disconnected, they will cover in pairs of symmetry not absolute tactic design. This is inherit on the basic game logic and paper design of scoring and player changes in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 THIS IN FACT IS THE PLASMA FIRE&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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As you encounter the alien soldiers on the UFO landed and crash sites, they approach with point of force consistent with a standard setting metric. The fact that &#039;Plasma War&#039; aliens are encountered at large as an entry encounter is showing that the techniques of the soldiering have already approximated the Conventional Weapon Class&#039;s skill. In comparison you can abstract the reasoning of a 2 -3 digit integer in terms of manifold judgement on width of platforming.&lt;br /&gt;
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== Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction&#039;s basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction ==&lt;br /&gt;
&lt;br /&gt;
I wish to further purpose a following addition to the initial theory to keep my points abstract and person-oriented in terms of depth, please do not think this is a statement about reality but about theory in abstract via general examples of entertainment and sci- fi culture;  &lt;br /&gt;
 &lt;br /&gt;
 [[File:Gi as light capture devices in Covered light G. GI.PNG]]&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
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 All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; &amp;quot;BattleTech(2018)&amp;quot; &#039;StarCraft 2&amp;quot; &amp;quot;Grey Goo&amp;quot; &amp;quot;StarCraft : Brood War&amp;quot; and &amp;quot;RED ALERT 2&amp;quot;, all products of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. &lt;br /&gt;
&lt;br /&gt;
 Now I&#039;m not a Particle Physicist...But I have some pretty weird game related ideas about &#039;Material-Wedge Dynamic&#039; As a political warfare reasoning in an advance topic as a reasoning-of-theory-specific Advanced Races &#039;point-out&#039; in Video Games available in 2022 (in effect)with what is presented above.&lt;br /&gt;
&lt;br /&gt;
 The next premise requires some background as a concept for people that have no experience in certain exact representations in terms of theme and tune of emotion and Design as artistic output that I am personally aware of and are esoteric and secondary to the point at large:&lt;br /&gt;
&lt;br /&gt;
 These are all maps for games you may not be aware of that have multiple players per use of the map, these players being either Computer Opponents or Human players by design(1 or all). I will mention the name of the game in question, then the map(if there is one) and then the link to the 3rd party site you may visit if you wish on where I am referring to: this is a point of time search so the links may decay as time goes on.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 StarCraft 2 (2010) : Maps - &lt;br /&gt;
 Abyssal Reef LE https://liquipedia.net/starcraft2/Abyssal_Reef_LE&lt;br /&gt;
 to a lessor extent &lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
 King&#039;s Cove LE,&lt;br /&gt;
 https://liquipedia.net/starcraft2/King%27s_Cove_LE&lt;br /&gt;
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--------------------------------------------------------------------------------------------&lt;br /&gt;
 and Bel&#039;Shir Beach &lt;br /&gt;
 https://liquipedia.net/starcraft2/Bel%27Shir_Beach&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
 Grey Goo (2014) : Maps -&lt;br /&gt;
 2 Maps 1 Called &#039;Lost Plains&#039; I can not find even a good picture of and to a lessor extent maybe one in newer map pack called&lt;br /&gt;
 &#039;Canyon&#039;(this is not a great example, but the blue green yellow, ore placements and geysers have a similar color I was trying to point out:  are clearest in the thumbnail images on product website below)&lt;br /&gt;
 https://www.greybox.com/greygoo/en/info/features/map-pack-1/&lt;br /&gt;
&lt;br /&gt;
 Image Concepts that I can not provide:&lt;br /&gt;
&lt;br /&gt;
 StarCraft Brood War (1999) - &lt;br /&gt;
 The image of the Protoss Campaign info screen at tutorial distance with spoken introduction by the Characters in the Original StarCraft ( not Brood War, I just mention it for consistency as a standard due to superset overlap)  - The look of the &#039;post-clear&#039; weapons efficiency war power as a movable galaxy spanning armada.&lt;br /&gt;
&lt;br /&gt;
 BattleTech (2018) - &lt;br /&gt;
 Jungle Biome - if you look at this there is a similar coastal theme in terms of warm blue and rocky outcrops that look clean in volume and low in disrepair vs the destruction context or &#039;Human or Terran-like&#039; Tech species as advance of modern Mechanized Bi-pedal Warfare in topic BattleTech (2018).&lt;br /&gt;
&lt;br /&gt;
 The other 2 references are apparent in the title at &#039;Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction&#039;s basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction&#039;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== X-COM UFO Defense with/vs. Red Alert 2 &#039;Light Specific Alloy&#039; Theory Reasoning ==&lt;br /&gt;
&lt;br /&gt;
 This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft &#039;Races&#039; to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow &#039;power-option&#039; flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor interior.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Include a theory at present related to this:&lt;br /&gt;
 &lt;br /&gt;
 There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.&lt;br /&gt;
 &lt;br /&gt;
 If you consider that in all of these examples there are character physics models of average &#039;Hero&#039; Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a &#039;Human User&#039; is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.&lt;br /&gt;
 &lt;br /&gt;
 You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of &#039;men&#039; thus &#039;lightmen&#039; as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).&lt;br /&gt;
 &lt;br /&gt;
 If you think like a new-age hippie or someone corrected in science as a woo-science &#039;foodie&#039;, you might consider yourself in line with the Carl Sagan &#039;we&#039;re made of star stuff&#039;. &lt;br /&gt;
 &lt;br /&gt;
 This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact &#039;lightmen&#039; in personal form, although shielded by geologic biologic format on top of said democracy light as an object.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: &lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in &#039;disguise&#039; but in virtue &#039;real&#039; as a format of your average decision-making orthodoxy in &#039;obvious cultural terms&#039; : &amp;quot;your take on life&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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 This becomes an obvious downgrade idea about interior space as a dynamic...don&#039;t be a dry academic and just consider---&lt;br /&gt;
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&lt;br /&gt;
 The theory of lightman politics as a concept abstraction of &#039;Light Specific Alloy&#039; Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific &#039;lightman&#039;.&lt;br /&gt;
&lt;br /&gt;
 This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say &#039;reproducible&#039; in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from &#039;inside&#039; &#039;into&#039; &#039;the outer&#039; &#039;universe&#039; from a ray spectra..(maybe that&#039;s wrong with#fuzzyNumbers).&lt;br /&gt;
 &lt;br /&gt;
(link for people who are not in line with this &#039;next level bureaucracy&#039; -&amp;gt; this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)&lt;br /&gt;
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== Continue on to Format Logic given reduction of math-to-humor regarding Interior Light as a vector grouping ==&lt;br /&gt;
 &lt;br /&gt;
 The idea that an unarmored group in logic as a standard along 2-D height among several pair prototype meta games in exodus via &#039;large set apparent&#039; and subset( &#039;X-COM UFO Defense&#039;(1994) and &#039;RED ALERT 2&#039;(2000) ) is personal in depth but schematically abstract-apparent in usage as a nexus concept of reason:&lt;br /&gt;
 &lt;br /&gt;
 As you see from the Idea of Depth in terms of a valid constructive armor(no subtype) that relies on an inner drive and individual representation of overall worker-warfare in terms of the concept of a X-COM Soldier with the Unarmored type of &#039;Coveralls&#039; and G.I. as a unit drive of &#039;species&#039; (Let me explain this term in next sentence) lightmen or a given type as abstraction in reference to large set ((G.I. and Guardian G.I),(X-COM Soldier and Individual Personal Armor per Deploy)).&lt;br /&gt;
&lt;br /&gt;
 The Idea of species in text term of a compound interest statement &#039;species of lightman&#039; is a term boundary that exists in American English : this is the idea that any thing you can change will alter the species of &#039;lightman&#039; further used in this example as X-COM Soldier. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
For example you may have two species of &#039;X-COM Soldier&#039; that rely on additional game data to allow you to see the type of ammunition on Heavy Cannon(in X-COM UFO Defense 1994) is color and type coded to the visual user. Of potentially many occurrent examples, you could have color morph as primary concept in that they could have a matte or metallic mixture of color patterned light in any occasion set size.&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 This is in effect happening any time that the advancement of a game allows for additional &#039;skins&#039; or &#039;textures&#039; for use outside of option laws of a certain negative in terms of term boundary &#039;Standard Setup and Keybindings&#039;. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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Any change whether they be gameplay specific or obtuse per environment allows the change of a lightman to a (&amp;quot;light man species&amp;quot;:&amp;quot;lightman species&amp;quot;).&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The Idea is that the theory specific lightman politics and enterprises are in some ways academically located in an accuracy from a judgement-by-deception-benefit that the Game Producers and Storyline Authors will manage as a team effort at one point initially. The idea is that by pulling the interior light outwardly if you will the armored compound concept reasoning is counter-effective in mass from the opposing counter located force per side.&lt;br /&gt;
&lt;br /&gt;
 In effect Armor is generated by direction (in potential opposite or opposition) as a counter effect of greater &#039;lightman mass&#039;. The idea is that as a lightman is generated it does not have a differential type grouping, type as standard as another besides ordering(seen both ways as &#039;issuance&#039; and sequence vs. consequence). You can see this in the StarCraft 2 Marine Quote : &amp;quot;You ever notice that nobody ever comes back to the barracks?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 The idea is not constant and can be a benefit based on use of the object lightman as a user in flow of control as well as on top game logic of progression or advancement. You can see that the X-COM Soldiers make adequate advancements of their ability based by use, and are profit driven, and progress oriented as they progress to X-COM Soldiers with Personal Armor.&lt;br /&gt;
&lt;br /&gt;
 You can see the abstraction as a set of steps in the tutorial given above to exact the move into Personal Armor. This is all talking about straight-through-runs and not reloads for optimization or space saving.&lt;br /&gt;
 In context the G.I. and Guardian G.I. are also in abstraction in terms of cost: &#039;Guardian G.I.&#039; being more expensive. But if you see the representations in terms of game engine driven by shutter speed in X-COM and is step-wise turn based. RED ALERT 2 being a true constant RTS designed past the point of StarCraft BroodWar&#039;s development, there is a similarity as the use of both in time necessitates : the more armored version Guardian G.I. as a complete stand alone class that exists and is generated in 1 step unlike the slower piecemeal advancement of Standard as a material object in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
 I hesitate to explain but want to point out the similarities in Armor as a continuum in basic practice in:&lt;br /&gt;
&lt;br /&gt;
 1: Red Alert 2 | Infantry ( G.I. -&amp;gt; Guardian G.I -&amp;gt; IFV(Infantry Fighting Vehicle)) Tank |&lt;br /&gt;
 &lt;br /&gt;
 2: X-COM UFO Defense | X-COM Soldier(Personal Armor -&amp;gt; Power Armor -&amp;gt; Tank/Laser Cannon) X-COM Tank |&lt;br /&gt;
&lt;br /&gt;
 Ultimate truth 1 liner is: &#039;the armor is produced by the sheltered light among the sheltered lightman as they generate armor&#039;&lt;br /&gt;
&lt;br /&gt;
 Personal Armor is really quite useful all game and is an effective investment vs all types of person soldier and tank soldier Aliens.&lt;br /&gt;
 &lt;br /&gt;
 You can see it like an embankment battlefield architecture much like the Tank/Cannon depicted colloquially as moving embankments.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 They shift in mass and are best in front line fighters in case X-COM Soldiers.&lt;br /&gt;
 Notice that when a unit wears the Personal Armor the look the same from the game view --but not the inventory screen-- as a brown haired orangish tan, maybe caucasian man depicted from there on as an abstraction of basic armored soldier.&lt;br /&gt;
&lt;br /&gt;
 They typically can survive 1 shot at least of Plasma Weapons as an indeterminate Class(in terms of Fog-of-War obfuscation).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== X-COM UFO Defense with/vs. Red Alert 2 &#039;Light Specific Alloy&#039; Theory Reasoning ==&lt;br /&gt;
&lt;br /&gt;
 This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft &#039;Races&#039; to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow &#039;power-option&#039; flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor interior.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Include a theory at present related to this:&lt;br /&gt;
 &lt;br /&gt;
 There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.&lt;br /&gt;
 &lt;br /&gt;
 If you consider that in all of these examples there are character physics models of average &#039;Hero&#039; Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a &#039;Human User&#039; is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.&lt;br /&gt;
 &lt;br /&gt;
 You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of &#039;men&#039; thus &#039;lightmen&#039; as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).&lt;br /&gt;
 &lt;br /&gt;
 If you think like a new-age hippie or someone corrected in science as a woo-science &#039;foodie&#039;, you might consider yourself in line with the Carl Sagan &#039;we&#039;re made of star stuff&#039;. &lt;br /&gt;
 &lt;br /&gt;
 This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact &#039;lightmen&#039; in personal form, although shielded by geologic biologic format on top of said democracy light as an object.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: &lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in &#039;disguise&#039; but in virtue &#039;real&#039; as a format of your average decision-making orthodoxy in &#039;obvious cultural terms&#039; : &amp;quot;your take on life&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 This becomes an obvious downgrade idea about interior space as a dynamic...don&#039;t be a dry academic and just consider---&lt;br /&gt;
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&lt;br /&gt;
 The theory of lightman politics as a concept abstraction of &#039;Light Specific Alloy&#039; Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific &#039;lightman&#039;.&lt;br /&gt;
&lt;br /&gt;
 This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say &#039;reproducible&#039; in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from &#039;inside&#039; &#039;into&#039; &#039;the outer&#039; &#039;universe&#039; from a ray spectra..(maybe that&#039;s wrong with#fuzzyNumbers).&lt;br /&gt;
 &lt;br /&gt;
(link for people who are not in line with this &#039;next level bureaucracy&#039; -&amp;gt; this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)&lt;br /&gt;
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&lt;br /&gt;
== Theory of International Navying vs Space Infantry as a Landmass Politic ==&lt;br /&gt;
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As in X-COM UFO Defense there are other pop culture references :&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 (StarCraft - Protoss Carrier vs Interceptor : Infantry Marine) &lt;br /&gt;
&lt;br /&gt;
 (Star Wars Rebel Space-fighting paradigm as a tactic in space vs International Navy) &lt;br /&gt;
&lt;br /&gt;
 (Landmass as a moving concept of will-of-simulation in X-COM UFO Defense) &lt;br /&gt;
of the topics and topics I wish to describe as &#039;International Navy&#039;, &#039;Space Infantry&#039;, and &#039;Landmass&#039;.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Theory of International Navy Policy Type ==&lt;br /&gt;
&lt;br /&gt;
 The idea exists that an advantaged type of person soldier in midst would become further engaged in similarity processes and become further encumbered by stasis and stance change logic. In effect if Type battling person soldiers exist as they do in X-COM UFO Defense for example == Mutons vs X-COM Soldiers == There would in some ways be an effect-mentioning curve that would meet in policy dispersal into the surrounding cloud of meta-game-theory person soldiers in context that exist of said argument.&lt;br /&gt;
&lt;br /&gt;
 The concepts are at play in the Star Wars reason for rebelling vs an overarching Navy of indiscriminate size and complexity; As well as in the Protoss Space infantry superiority in Interceptors vs Terran Marines as a lost type battle on Terran side or encumbering ground logic. The idea that in terms of X-COM UFO Defense there are more destructive weaponry and armaments from the very beginning on January 1st, shows this dispersal and divide pattern in terms of effective use as a undone efficiency mechanic for profit driven professional warfare -- from an artifact-race standpoint in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
 The advantage divide is pivoted in some sense locally in the future effect curve of the Blaster Bomb technology in terms of free move via the effect boundary in distance of near-maximum effect fire relationship via/vs. actor(X-COM). This is also effected by the constant move of Mind Probes, Small Launchers, And Plasma Pistols: &lt;br /&gt;
&lt;br /&gt;
 Mind Probes are a basic scouting and harass mechanism, for the ability the surviving unit has n terms of tactics war-frame budget in an effect distance.&lt;br /&gt;
&lt;br /&gt;
 Small launchers and (type)grenades are overly effective at mass in depth across groups even in armor of some types.&lt;br /&gt;
&lt;br /&gt;
 Plasma Pistols are the most (mentally) expensive best option for a 1 unit inventory design with armor, very high damage relationship vs (type)armor of all types over time, vs Elerium cost component of clips as a constant use.&lt;br /&gt;
&lt;br /&gt;
This makesdecent sense as a connection in &#039;my eyes&#039; to Navy vs &#039;Space Infantry&#039;. I see that the Sectoid is the alien person soldier that you encounter first in X-COM UFO Defense. In terms of all these things that you see at the first encounter as the Alien is initially optimized in a Navy or fleet configuration due to lack of effect. The idea revolved around the idea that based on the number of person soldiers in a X-COM encountered craft, there are files of types that auto-generate based on the depth and size of the effect outcome. &lt;br /&gt;
&lt;br /&gt;
 If you look at the Small Scout, it can have Navigators, Engineers, Medics, and Soldiers but not Leader or Commander.&lt;br /&gt;
 &lt;br /&gt;
 This is in effect the grouping that is evident in the type small of a low level sub-system from a Reticulan Continuum model of your behavior in teams against the factor of flavor inside your right-arc politic.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 The idea is that all grouping it has is optimized for the idea it has of a &#039;Plasma War&#039; vs the encounter you have as a User vs it on context above.&lt;br /&gt;
&lt;br /&gt;
 If you look beyond onto the larger UFOs like Abductor and Harvester up to Terror Ship and even Supply Ship the user will encounter more Navigators and Leaders but not until &#039;Battleship&#039; can you encounter a Commander. &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 With this in mind you can comply with the feeling that the ideals of the entity (Sectoid) in the Reticulan Continuum vs you, it will allow you to glean or grok the knowledge needed to apply this grep typing as a factor of importance in it&#039;s factor-society. &lt;br /&gt;
&lt;br /&gt;
 The idea basically comprises that you will see mostly Soldiers, Navigators, Medics, and Engineers ((Commander as abstraction)) vs &lt;br /&gt;
&lt;br /&gt;
 X-COM&#039;s abstraction of Soldiers, Airmen, Engineers, Scientist, and ((Tactician as abstraction))&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 You as a team are in effect encountering non-effected grouping in the authority curve of a professional autonomy, via yourself in &#039;Innervex&#039; comparison : &#039;Innervex&#039; is a true comparison derived by the context grouping vs type itself. The idea is that in a dual comparison the re-grouping would abstract in a directed pivot but the advantages would be person-evident and orient.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
So this follows up as the first take of &#039;them&#039; as Navy in orientational grouping and mainly derived in Navigation at net-benefit maximum. It would also follow that the 3 items above would be non-effected re-grouping and in effect more profit oriented as a result of its non-effect status in interior grouping standoff standpoint &#039;initial&#039;.&lt;br /&gt;
&lt;br /&gt;
 As the game advances they move steadily into other races with advantages, and also Plasma Rifle, Heavy Plasma and Blaster Bomb***(effect theory curve))&lt;br /&gt;
 &lt;br /&gt;
 In effect you can see this as a direct continuum in response of depth-of-orient Navy group space-and-land battles vs a grouped &#039;Space Infantry&#039; package from X-COM&#039;s Units and Technology in Laser War Premise regarding X-COM UFO Defense (1994).&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
==Theory of &#039;Space Infantry&#039; as a &#039;Landmass Politic&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 The need for an outside prism of context as a statement is unknown to the visual user. This similarity of the world at 400m by 400m range is specific and advantaged as in the isometric representation via X-COM UFO Defense (1994). &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 The need for advantaged vector calculation vs a statistic opponent with rated advantages that had been constant since release (1994). &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 (In my words I call this a &amp;quot;falling stack&amp;quot; AI, because it falls through tollgates using a formed calculation barrier and ongoing updates via a programatic incrementally implemented scoring system.)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ( This AI is not incurring ongoing change in any real regard but it has sense in depth of minor data storage and is in effect capped by inflexible game-engine constraints.)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 (The AI movement is specific to it, and in effect is propped up by the actual work from the design team and implementation of art as well as the specific game rules and engineering effort made to represent this topically to the user.)&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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&lt;br /&gt;
In X-COM UFO Defense, this concept can be abstracted into the depth of the voxel group isometric areas that you engage the aliens in (BattleScape), and also the abstractions onto the gameboard representations of the Geoscape and Base areas.&lt;br /&gt;
&lt;br /&gt;
 &#039;Landmass&#039; in this context refers to the similarity in structure on a scheme. In this example :as Greenland in X-COM UFO Defense --- over a period in time as a moving set of subset snapshots via an ordinary-bounds-movement that is simulated in series, in sequence, over parallel unit distance pairs through virtual &#039;Plasma Fire&#039; relationship AND real-world dual-sided constraints in an ordered continuum subset.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The idea is that you will encounter non-effect grouping and when it is explored or defeated, you gain a further cause benefit from the effect-capable increasing. &lt;br /&gt;
&lt;br /&gt;
A X-COM Unit race grouping that is bounded by re-grouping on the every 5 seconds timeframe at maximum encounters the aliens on a counter operating dynamic level. Every loss you have be it speed of success or military losses in context, will gain the near-maximum grouping of the alien opponent. &lt;br /&gt;
&lt;br /&gt;
 As it fears a direct curve of heat at you in losses, it has baseline control.&lt;br /&gt;
&lt;br /&gt;
 There is a direct benefit from the standpoint of the X-COM Soldiers to make a jump up into Plasma Weapons as soon as possible to counter the gains of the oppressor alien opponent via their stabilist control arm of accurate near-group depth and cover-in-increasing-weight as a direct in-plane moveable.&lt;br /&gt;
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&lt;br /&gt;
== Theory of Artifact Universe via &#039;Plasma War&#039; in context of X-COM &#039;Space Infantry Infraction&#039; : Mission Statement and Cydonia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the take as to see this as a story line dispersal, I want to remind you of the aforementioned that :&lt;br /&gt;
---------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
  All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; a product of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality.&lt;br /&gt;
---------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 Now that I have introduced the concepts in play prior to the artifact of Plasma Weapons, I want to introduce a further continuum pointer in that of an overarching &#039;Plasma War&#039; in which the alien factions are in some way represented throughout and within the struggles of the alien invasion of earth. &lt;br /&gt;
 &lt;br /&gt;
 The idea that I want to provide is that it is a parallel struggle going on in a similar way to the other parties in X-COM UFO Defense, in order that &#039;Laser War&#039; and &#039;Plasma War&#039; meet (in X-COM UFO Defense (1994) ) as a Premise.&lt;br /&gt;
---------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 You can at some point prove to theory the take that due to the articles of warfare in the aliens and X-COM faction&#039;s loadouts they are effectively similar in terms of depth due to usefulness over each other&#039;s usefulness in tandem or over effect.&lt;br /&gt;
---------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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The Mission element of the X-COM faction is not evident prior to research of alien origins, but as the game progresses you can see that the ultimate goal requires (1) thing : &lt;br /&gt;
&lt;br /&gt;
 Capture of a very large craft. &lt;br /&gt;
&lt;br /&gt;
That being a need to capture a Commander, Leader, 1 other alien of any type alive -- as well as Navigation, Power Source, Alien Alloys, and Elerium(115).&lt;br /&gt;
&lt;br /&gt;
 - this specifically does not require use or research of Plasma Weapons&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Theory of Overlapping Bases ==&lt;br /&gt;
&lt;br /&gt;
 After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.&lt;br /&gt;
&lt;br /&gt;
 If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. &lt;br /&gt;
 &lt;br /&gt;
 It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.&lt;br /&gt;
&lt;br /&gt;
 The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). &lt;br /&gt;
 &lt;br /&gt;
 You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat AFB Base build on Jan 12th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
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&lt;br /&gt;
== Theory of Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
 Entire theory here Theory evident 2 Tanks/Cannon and 5(5 of 6) Soldiers can be represented as a &#039;Sensor&#039;: this is how.&lt;br /&gt;
&lt;br /&gt;
 Consider a 8 wide grid as &#039;o&#039; as open and &#039;X&#039; as a unit just as to abstract a tank as 4 2-by-2 &#039;X&#039; and Soldier is just 1 to make this clear in 1 step and not stay on nomenclature.&lt;br /&gt;
&lt;br /&gt;
 &#039;o - o - o - o - o - o - o - o&#039; would represent a 8 wide path of nothing in it.&lt;br /&gt;
 &#039;x - o - o - o - o - o - o - o&#039; would represent , 1 X-COM Soldier at front with 7 consecutive iso squares with nothing.&lt;br /&gt;
&lt;br /&gt;
Consider:  Placing 2 tanks like this:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - X - X - o&lt;br /&gt;
 o - o - o - o - o - X - X - o&lt;br /&gt;
 X - X - o - o - o - o - o - o&lt;br /&gt;
 X - X - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
also consider this:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
with Soldiers spaced in:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - X - X - o - o&lt;br /&gt;
 X - X - o - X - X - X - X - X&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
leading to the ideas in play here, this is a &#039;Sensor&#039; via the directly above graph of width, see 3 steps of superior -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - o - o - X - X - X&lt;br /&gt;
 X - X - o - X - X - o - X - X&lt;br /&gt;
 o - o - o - o - X - o - o - o&lt;br /&gt;
&lt;br /&gt;
2:&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - X - X - X - X - X&lt;br /&gt;
 X - X - o - o - X - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
3:&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - X - X - o - X - X&lt;br /&gt;
 X - X - o - o - o - X - X - X&lt;br /&gt;
 o - o - o - o - X - o - o - o&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 I do not want to dwell on this at drawing at-hock array descriptions, I always see this as negative to the flow of the article. It is easier to represent in game but see the packet of tag-fire marines as the moveable vs the holding embankment of the 2 tanks as barrier reason at-as opposed in 2 Tank and 6 Soldiers -- more widely.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 2 Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Tank maneuvers can occur after the infantry steps in X-COM making it variable in terms of use, in Mission 1 UFO (Medium Scout) Tank/Cannon can engage at will and is the Hunter vs &#039;Plasma Pistol fleet&#039; Sectoids without cover or array logic in terms of adequate ranging via person soldier movement as array logic via (the opponent in X-COM UFO Defense 1994).&lt;br /&gt;
&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 3 Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 The weakest position in the 2 Tank/Cannon 6 Soldier(Rifle/HE) Conventional variant-mix is opening down the ramp of your SKYRANGER and engaging cover as a compact negative of fire as warfare-vs-contend logic of own-decision making(Vs &#039;Arbitrary Reticulan Advance&#039;(the idea the alien is fighting you in the game and in real) via the material noise between subject-reality in terms of &#039;Sectoids&#039; as a tech variant in X-COM UFO Defense and : You needing to know why that is via/vs. operating the game tangibly)&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
== Theory of Small Craft represented as an Interior Battleground ==&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 THEORY AT LARGE&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 Consider the casting of this boundary theory in terms of the highlighted X-COM Soldier referred to as &#039;Arthur Hill&#039; from a &#039;this-time&#039; standpoint. In fact that it is this time currently and you are framing in your mind a theory concerning said X-COM UFO Defense Soldier named &#039;Arthur Hill&#039; as depicted.&lt;br /&gt;
&lt;br /&gt;
 If you consider his position, which was pictured above at the same time &#039;Drop the 1 Rocket Launcher&#039; (image above). Soldier &#039;Arthur Hill&#039; is kneeling and had 4 Time Units at this time. He is unable to walk in any direction but can use the kneel option to toggle Soldier &#039;Arthur Hill&#039; to a standing posture so that the 4 Time Units to make this move will not be needed in investment to make a meter move in any of the 4 walkable directions.&lt;br /&gt;
&lt;br /&gt;
Consider the Option as &#039;Arthur Hill&#039; in the terms of his selective consciousness: He can consider a positional arrangement of his own in terms of &#039;their-eyes&#039; selective segmenting from a conscious-drive selector-administrator pairing lively. &lt;br /&gt;
&lt;br /&gt;
 As &#039;Arthur Hill&#039; looks around at the next two X-COM-empty reticles, he can consider the arrangement from the idea of &#039;Arthur Hill&#039; perspective on positional advantages as the turn is over minus 4 Time Units as described earlier in statement.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Moving breach statement with 3rd man dropping Small Rocker Jan 13th.PNG]]&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 If you consider the two places in mention as a similar sequence timeframe, you can assume that there are two supposed advantages that he might suppose to have in theory impenetrable &#039;Arthur Hill&#039; Logic.&lt;br /&gt;
&lt;br /&gt;
 One is a straight away: There is a theory over movement here in terms of his position into and in fact out of the &#039;glowing&#039; time shaped spheroid craft, as it represents to him as a general structure, in-repair and constant progress through time in &#039;him&#039; as &#039;Arthur Hill&#039;.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 At this point the decision  &lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 decision is made by type as an object in presentation in the internet as of 2022 so reading down is assumed and pathed downwardly in logic: &lt;br /&gt;
&lt;br /&gt;
 Straight away judgement allows you to pass with an even pace of 4 Time Units per cost of distance, except when you have negative modifiers like (Injury or Encumbered) So as you the &#039;Arthur Hill&#039; crosses into the judgement plane of the vehicle, the assumed judgment seems real in constant as a status of reliance. Whether or not &#039;Arthur Hill&#039; knows this he is to cost 2 times the average 4 Time Unit cost at 8 Time Units when he crosses this barrier threshold into the alien craft (Medium Scout) at point over time-distance of crossing, instantaneously and over time-constant of use-period 1.&lt;br /&gt;
&lt;br /&gt;
So you can represent the Ideation being that &#039;Arthur Hill&#039; moves into the craft and in time is circled in judgement apparent to the negative waveform of the craft you: system &#039;Arthur Hill&#039; is unprepared and enters it in time-value apparent to individual circumstances.&lt;br /&gt;
&lt;br /&gt;
 The next level evident Idea is to pass on the other case before logic so I will oblige for period specific reasons.&lt;br /&gt;
&lt;br /&gt;
2 - Second judgement is the ability to either, be protected by the cover of the embankment of the vehicle(in the Game logic of X-COM UFO Defense 1994) or to cross into a cover-sided defense on the opposite side of the craft(Medium Scout).&lt;br /&gt;
&lt;br /&gt;
 The theory to generate the correct thing is to understand the judgement of reality in terms of &#039;gravity-wave-gravity-well&#039; phase or phase-of-force analysis: defenses in terms of depth vs gravity dynamic pattern at depth of society vs Naval fleet &#039;Plasma Pistol Sectoid&#039;: in Reticulian Continuum (model this) - (Medium Scout (Small Scout Boundary (Medium Scout Core and Small Scout Core))) as a movable &#039;framing&#039; field-or-force that will actually relay gravity as a force to resist the movement into the center of the hyper-imposed similar designed craft as you walk into the center. see M as Man  the theory would be this in terms : &lt;br /&gt;
&lt;br /&gt;
 M -&amp;gt; (Medium Scout (Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 (Medium Scout M -&amp;gt;(Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
 &lt;br /&gt;
 (Medium Scout (M -&amp;gt; Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 (Medium Scout (Small Scout Boundary (M -&amp;gt; Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 this could be used as an abstraction of machined or hyper-Industrial smoothness of a metallic near-spheroid from the depiction of the Man &#039;M&#039; - both inside and outside the generated example at point of entry to (Medium Scout UFO)&lt;br /&gt;
&lt;br /&gt;
 `` you can also go into depiction as a design and say that the plasma wall panels on the UFO (Medium Scout Core) have an apparent similarity in distance to the idea of a theoretical &#039;Navigation&#039; device I refer to as a &#039;mass-wasting&#039; &#039;image-material-metallic&#039; Interface :&lt;br /&gt;
 &lt;br /&gt;
 This is the idea that through metered construction based on height, a theoretical technology exists that there are capably possible solutions to turn &#039;theoretically pure&#039; &#039;Alloy&#039; under guardian of Elerium 115 as material substance in unison that will:&lt;br /&gt;
 &lt;br /&gt;
 (**theoretically pure Elerium-115** see &#039;Elerium 115 elemental-material behavior as a material falloff due to &#039;expansive&#039; positive-depth gravity-width by intrinsic device created solely of elemental (in Theory in &#039;game&#039;(X-COM UFO Defense 1994) stable-substance Elerium 115 in groups&#039;) :&lt;br /&gt;
 &lt;br /&gt;
 over time in gravity and material edge expansion as a geometric divided-gravity-boundary for a form of operating a simple or native &#039;step-lever&#039; &#039;gravity charge pump&#039;(as an abstraction of an anti-matter gravity-wave generator (use UFO Power Source as a model or metric of abstraction) in waveguide as a energy/engineering theoretic**) metallically pure alloy metal in a prepared composition(via formed theoretic and gravity waveguide, in place of, in play theoretical distance to Elerium 115 related to it&#039;s ductile capacity as a &#039;power-metal&#039;) into a transparently shifted image and &#039;loaded&#039; in lensing architecture from a compression or logic-comparison on-place of the alloy-panel wall translucency. ``&lt;br /&gt;
&lt;br /&gt;
(Another copy of images so you can scroll less in this - as a standalone section)&lt;br /&gt;
 [[File:Moving breach statement with 3rd man dropping Small Rocker Jan 13th.PNG]]&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 ((This is an image from another file mentioned in 14 Soldier Conventional Rocket Launcher Build))&lt;br /&gt;
 [[File:FInal Approach UFO-3 - Jan 7th.PNG]]&lt;br /&gt;
 1: Curve the outside beyond the Tank in depicted image 2(above) in terms of blending the two flat sides into a bounded range that would in some way be abstract to the user but could be assumed a curve in representative logic a Spheroid Mass Object of metallic luster and hyper-Industrial smoothness and texture or other values that result in smoothness.&lt;br /&gt;
&lt;br /&gt;
 2: You then have a system evident minor, in terms of the outgoing initial judgement of the pattern of (Small Scout) via (Medium Scout) is an intermediate distance between them in terms of overall averages in size. So if you see the Small Scout UFO being behind in terms of value(profit-arm dynamics), but ahead in terms of time vs distance to the maneuverable user(in this sense the &#039;Navigator&#039;) in the smaller force distance to the user(X-COM assumed-Soldier in Unbroken Craft). You then from here maintain the outside wall intermittently in your judgement but look on the center of the Small Scout being overlay transfixed on-top of the medium at the centered point of value at the UFO Power Source.&lt;br /&gt;
&lt;br /&gt;
 If you maintain the abstracted curve in the negative and flat area on the outside walls of the Medium Scout UFO (vs interior), you can see a slightly larger exterior wall(On Small Scout in reference to Medium Scout Core section) but similarities to the interior core of the Medium Scout are apparent plainly.&lt;br /&gt;
&lt;br /&gt;
 You can thus conclude that the metered in-breaking of the units in some format enables them as a construct vs./the either craft (Small Scout),(Medium Scout). So You can see this as an actual entry to a small spheroid craft-interior with a small setting in the middle and potentially 3 seats smaller than what an X-COM would use, the reason behind this is that 3(Seats), in a spheroid series curve could generate any comparable surface in expansion of any chair arrangement in-terms of depth over time. The context of which is that there is an increasing gravity wave boundary that relates to step-curve Powerful Operating Force Fields which relate directly to my 1st introductory theory of (Elerium) 115 as a Proton packed &#039;power-metal&#039; in stability and outcome.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 If you consider the earlier topic presented Theory of (&#039;Overlapping Bases&#039; assumed Geoscape):&lt;br /&gt;
 &lt;br /&gt;
 in unison with a smaller vision as present in BattleScape.&lt;br /&gt;
 An experienced use can image-locate the very smallest UFO - not probe (Small Scout) and hyper-impose it on top of and within as locate of the (Medium Scout) UFO at core in terms described prior:&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
==Boundary Theory: UFOs represented as an Interior Battleground ==&lt;br /&gt;
== Boundary Theory - &#039;Small Craft represented as an Interior Battleground&#039; ==&lt;br /&gt;
&lt;br /&gt;
 Here is where you get really crazy and I give you some funny internet tid-bits, think &#039;So Long and Thanks for All the Fish&#039;!&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 Like Mole, like Crow &lt;br /&gt;
 I Can&#039;t See:Like No Lights On(trap city)&lt;br /&gt;
That subset hype: trap city mole&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 and the almighty crowd pleaser : it&#039;s the Spalacopusssssss!!!! https://en.wikipedia.org/wiki/Coruro&lt;br /&gt;
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AhhPinecone man! I love the Pineconeman!, it&#039;s the perfect object. Pinecone man. I wish they had more! https://dota2.fandom.com/wiki/Warpine_Camp&lt;br /&gt;
-Treeman Tree I fear and hate the Evil Shrubman https://dota2.fandom.com/wiki/Nature%27s_Prophet who is Evil- but not Insane. -Treeman Tree&lt;br /&gt;
You can&#039;t believe that Evil Shrubman shit--&lt;br /&gt;
That &#039;l&#039;O&#039;O&#039;k&#039;s&#039; like a pretty evil shrub man!&lt;br /&gt;
Luckily now that we have found the pinecone man(The only Dota 2 midpoint),&lt;br /&gt;
Orient around the pinecone man, then the pinecone man, the pinecone man, the pinecone man. - Treeman Tree&lt;br /&gt;
&lt;br /&gt;
 Music: (go for the ) Gusto - Disco&#039;s Revenge (Mole Hole Dirty Mix 1995)&lt;br /&gt;
&lt;br /&gt;
 I have a picture of a Golden Mole wearing an A.J. Green Hat on that I would share -&lt;br /&gt;
 BUT I DON&#039;T HAVE THE RIGHTS TO THE IMAGE; I WILL NOT STEAL THIS MOLE&#039;S COPYRIGHTS!&lt;br /&gt;
 IT IS THE TRAP CITY MOLE!&lt;br /&gt;
 (...if I had rights I would share this, the mole)&lt;br /&gt;
 (Laser tanks also called &#039;moles&#039; in my ideation of facts in jargon/jargoning)&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Resume Theory in Progress ==&lt;br /&gt;
 &lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 If you look at the UFO as a point of play(Interior Battleground) and (UFO Medium Scout), you can see the more defended place to move is actually at the bottom and moving around from left to right, in an isometrically abstracted route, you choose as user. This is in effect the light-trail(suntrail) in Native American Spirituality in a simple take, you want to go sunwise...If this is important.  Rightward or &#039;sunwise&#039; is in effect clockwise, but can be confusing to consider in top down abstraction vs person life, if this is apparent.&lt;br /&gt;
&lt;br /&gt;
 To explain my reasoning in the south path being easier to secure, rightward motion from the X-COM is stronger vs the invalid supremacy of the Sectoid as a Simulation Framer and person soldier. &lt;br /&gt;
 &lt;br /&gt;
 You can see that there are actually 2 doors that open into walls that could be used to limit encounters&lt;br /&gt;
 :or delay a troop that is moving alongside into the outer sections&lt;br /&gt;
 :to make their all-around-cover more accurate around the top side(in effect by passing counter-operate in anti-sunwise motion(movement) across the double door at south). &lt;br /&gt;
&lt;br /&gt;
 The North open doorway has a similar disadvantage in that if you open the door at top it will be a movement at cost to &#039;open overwatch&#039;, sometimes as many as 3-4 person soldiers in open positions with type&#039;Plasma War&#039; indeterminate fleet. The group alerted will fire in sequence vs. X-Com Soldier one(1) threshold movement through the &#039;Automatic&#039; doorway also costing you additional time units(assumed 8 Time Units as in the doorway to enter but it could be less) as well in advance of risk to Soldier in Health Points as a metric of success.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 Consider This idea of vision as user freedom, from a strategy of the environment not on distance person soldier.&lt;br /&gt;
 [[File:Tank Cannon Jan 13th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 Tanks are very effective at this point at range an in effective tactics in breach and operate settings (Medium UFO) despite loss on outlay movement from the craft and indiscriminate fire angles- more apparent in Terror Mission 1 to follow -&lt;br /&gt;
 [[File:Tanks At range Jan 13th 1 of 2.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 Even at range when thrown Conventional type Weapons are in-effective or inaccurate, due to Plasma Pistol Sectoid being ineffective vs &#039;Alloy and pseudo-Alloy Armor&#039; in place at Tank/Cannon, in example et all.&lt;br /&gt;
 [[File:Tanks At range Jan 13th 2 of 2.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Military Theory and Obstacles ==&lt;br /&gt;
== X-COM Unit Loadout Examples ==&lt;br /&gt;
&lt;br /&gt;
== Conventional arms X-COM Soldiers ==&lt;br /&gt;
== 2 Tank/Cannon and 6 Conventional(Rifle/HE) ==&lt;br /&gt;
== 2 Tank/Cannon and 6 Conventional(Rifle/HE) Initial Judgement of Loadout Variants ==&lt;br /&gt;
 Rifleman HE Conventional(HE/Rifle)&lt;br /&gt;
 Most basic and usable technique soldier for the (HE-Rifle) Conventional build 2 Tank/Cannon 6 Soldiers.&lt;br /&gt;
 &lt;br /&gt;
 2- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 2- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
 &lt;br /&gt;
 [[File:Grenadier Type 1 Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Grenadier 1 HE Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a utility argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien &#039;AI&#039; game logic.&lt;br /&gt;
 &lt;br /&gt;
 3- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 2- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
 &lt;br /&gt;
 [[File:Grenadier Type 2 Jan 13th and Lead Man pseudo-Squad Leader.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Grenadier 2 HE Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a heavier and more densely efficient (Rifle/Pistol) version of the argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien &#039;AI&#039; game logic.&lt;br /&gt;
 &lt;br /&gt;
 2- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
&lt;br /&gt;
 [[File:Light Rifle Utility Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Light Rifle Utility - Rocket Launcher - Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a last resort - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.&lt;br /&gt;
 &lt;br /&gt;
 1- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- Small Rocket&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 &lt;br /&gt;
 [[File:Rocket User Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 [[File:Typic HE Conventional Soldier Jan 13th.PNG]]&lt;br /&gt;
 Light Rifle Utility - HE - Conventional(HE/Rifle)&lt;br /&gt;
 This was not used correctly and might be an inefficient or incorrect Class argument, it resulted in misuse and loss of the unit in question in Terror Mission 1 - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.&lt;br /&gt;
 &lt;br /&gt;
 1- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- Small Rocket&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
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&lt;br /&gt;
== Conventional arms and Laser X-COM Soldiers ==&lt;br /&gt;
== Standard at point in time of attack of Sectoid Base April 11th ==&lt;br /&gt;
 Standard at point in time of attack April 11th &lt;br /&gt;
&lt;br /&gt;
 Tank/ Laser Cannon : Lasers, Conventional Grenade, and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien Base Infantry Standard April 11th--June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Conventional arms and Plasma X-COM Soldiers ==&lt;br /&gt;
 [[Conventional arms and Plasma X-COM Soldiers]]&lt;br /&gt;
&lt;br /&gt;
== Plasma arms and Laser X-COM Soldiers ==&lt;br /&gt;
 [[Plasma arms and Laser X-COM Soldiers]]&lt;br /&gt;
&lt;br /&gt;
== All Tech X-COM Soldiers ==&lt;br /&gt;
 I did research Heavy Plasma but not Heavy Plasma Clip to increase my firepower from disarmed foes after landing in Cydonia underground.&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th Cydonia Standard ==&lt;br /&gt;
&lt;br /&gt;
 Cydonia by May 29th Cydonia Standard&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cydonia Standard.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points ==&lt;br /&gt;
 The Conventional(mixed type) X-COM Soldier vs the theoretic use of Laser Weapon&#039;s maximum range stance described as &#039;Range&#039;. The use stance of the displayed X-COM UFO Defense Soldier as it is oriented in increment arcs is in stance of larger moves between midway points, in comparison of Laser Ranges use of &#039;Sensor&#039; sets to use the Tanks as embankment and depth of the other arguments between Tank/ Laser Cannon and Laser Rifle X-COM Soldier 6 unit range sets in midpoint Ranges.&lt;br /&gt;
&lt;br /&gt;
 [[File:Mid-premise 1 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 (top down for continuity)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Mid-premise 2 of 3.PNG]]&lt;br /&gt;
-------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 As ranks are broken in the initial use of movement the lack of overlapping ranging of individual X-COM Soldiers becomes much more incrementally important as time goes on in move sequence. This allows of use of more direct movements to catch this arc strategy by surprise, even in unmoving even-pairs or 1 unit attacks by the similarly ignorant computer opponent.&lt;br /&gt;
 &lt;br /&gt;
 The overlapping points in this (Mixed)Conventional X-COM Soldier usage, is evident of a risk of overlapping fire vs friendly units, in an arbitrary engagement of reaction fire, off-turn.&lt;br /&gt;
&lt;br /&gt;
 [[File:Spaceman journal 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 On some level the Tank/Rocket Launcher functions autonomously in it&#039;s unit in that it is &#039;over powered&#039; vs it&#039;s (X-COM Soldiers)staff in a given direction and is in some unit-1 direction covering for the incomplete disadvantages of the entire (Mixed)Conventional group argument(1 Tank 10 Soldiers) 1-to-1 by effective singular use. (metagame)&lt;br /&gt;
&lt;br /&gt;
 [[File:Spaceman journal 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Topic : Overload as a Method of use for SKYRANGER ==&lt;br /&gt;
 I am moving around the opinion that the idea of an artifact-race and retrieval on 2 Tanks 6 Soldiers SKYRANGER, regardless of unit&#039;s Weapon Class, is the term evident correct plan in terms of overall distance advantages as the human user. &lt;br /&gt;
 &lt;br /&gt;
 The idea that you could on retreat have already spent the extra (10 or less) turns to cover the ground to the fallen aliens and X-COM Units that can hold equipment and move them into  the SKYRANGER, and in-effect slowing the turn usefulness of the proposing party alien person soldier in depth vs in single file by your own advantaged decision making.&lt;br /&gt;
&lt;br /&gt;
 This is the better of the options but cost more Personally motivated(need of food and electricity and time) vs a psychological theory and sublimative control in terms of your technique terms as user : in X-COM UFO Defense : and the theory of the X-COM Soldier as a useful topic of control vs your human time in clicks as human user. In effect you vs the topic of you in theoretical terms to the X-COM soldier as an archetype of your own reasoning vs them as a shield of will in terms of impenetrable (type)&#039;Arthur Hill&#039; logic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Method Overload Topic Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 In this you need more use of the : Utility Weapons as a Contain Mode of Control&lt;br /&gt;
&lt;br /&gt;
== Utility Weapons as a Contain Mode of Control ==&lt;br /&gt;
 Utility Weapons I am putting in it&#039;s own Class as a use oriented additional Weapon of the primary used type or another type that is not equipped in the start of handled by a Carry-Operable User in terms of a person soldier, in such as this X-COM Soldier in X-COM UFO Defense (1994)&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Moving tanks vs Plasma Pistol Sectoid 1 of 2 Jan 13th.PNG]]&lt;br /&gt;
 In this the Conventional(HE/Rifle) configuration I would include the use of:&lt;br /&gt;
&lt;br /&gt;
 Auto-cannons: Useful for extra firepower as a loss of unit demands from a use vs usefulness standpoint. Losing a Tanks/Cannon or 1-2 Soldiers would necessitate use of an upgrade to this or another Utility Weapon to hold steady to advancing fire, or use of context over the cover in depth weakness of the Weapon Class evident weakness vs obstacles (if there be any or none). Useful as AC-AP to double a Rifle without overlap.&lt;br /&gt;
&lt;br /&gt;
 Rocket Launcher: Always use the Rockets you get for free, it is the best use for cost, if for free. Someone should carry it but don&#039;t carry it inside. In this build there will be no further investment into Rockets so use per 1 is an evident change on the game as an opposing set-up and (at random)/(at large) vs. you in terms of panic as a player(or mis-judgement).&lt;br /&gt;
 [[File:Moving tanks vs Plasma Pistol Sectoid 2 of 3 Jan 13th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Inventory of Thule AFB in Post-Research Reasoning ==&lt;br /&gt;
 It is interesting to consider that you do not need to use your scrapped or stolen Artifact post mission at Exit.&lt;br /&gt;
 &lt;br /&gt;
 With this idea of tamping down your inventory into holding uncertainty you reach-in-depth or provide depth-of-person-reasoning in depth.&lt;br /&gt;
 You can hold your idea of profitability vs. (the idea of start-up cost as a constant in terms of ) : use as tactics : in X-COM UFO Defense&lt;br /&gt;
&lt;br /&gt;
 You can then unitize the shear-logic upon the sidedness of your holding armies as - 14 Soldier : Conventional -&amp;gt; Laser &lt;br /&gt;
&lt;br /&gt;
 I will use Alloy and armor at cost if need be so I Will never (unless minor Engineer cost is evident to repair profit cycle in mid month) sell Alien Alloys or (Elerium 115) but I hold Plasma Rifle as an example of use and sale in perpendicular Weapons as Class : statements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Inventory in Thule After Terror Mission 1 - Feb 5th.PNG]] &lt;br /&gt;
&lt;br /&gt;
 You start to hold more Laser Weapons as time goes on and less useable clips as the limiting factor leads sale of weapons over clips, and replacement with more dense Laser Class Weapons that only require 1 piece of equipment with no use of weight drop-off among n groups of 1 or greater Conventional -&amp;gt; Laser equipped X-COM Soldiers at abstraction vs indiscriminate and reducing range in depth : to reach to Lasers as a Standard or Range Politics as direction in/and vs. X-COM UFO Defense (1994).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laser Transition from conventional.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 As you run out of HC-AP and HC-HE you should sell Heavy Cannons as the Laser Tanks are becoming evident on the next spectrum of step-usefulness pattern advance and engagement.&lt;br /&gt;
&lt;br /&gt;
 in addition you should hold the Rifles until you have no clips but do not have them in the SKYRANGER to allow for more Laser Rifles and Heavy Lasers in Inventory to overlap and reduce the usage of the concept of Small Rockets and AC-HE and AC-I over AC-AP.&lt;br /&gt;
 &lt;br /&gt;
 I am starting to realize that mass Smoke grenade as an outward concept of protruding warfare tactics in alien base assaults and Terror Missions and Medium Class UFOs and above, can be very powerful in ultimate reasoning of effectiveness over tag-fire as a continuum concept of academic logic expansion of various groups over a filling-random anti-player opponent(as X-COM with Smoke Grenades). It costs one turn to prime for &#039;0&#039; and reset it at your shoulder item slot. This will cover the point of attack with positional concealment, even if there are survivors -- at no cost to X-COM Health points as a metric of success.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Removing riles and Heavy Cannons for Laser Pistols Feb 9th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Engage UFO-6 and both craft INTERCEPTOR, UFO fight for minimal damage : Cannon &lt;br /&gt;
 UFO-6 Lands:&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO-6 - Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Landed Mission UFO-6&lt;br /&gt;
 [[File:UFO-6 Landed-Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Paradox Movement in Partial Advantages of the Conventional arc (Rifle/AC-HE/Small Rocket), vs Laser arc(Alien Grenade/Laser Rifle/Laser Pistol and Tank/Laser Cannon) ==&lt;br /&gt;
&lt;br /&gt;
 To further describe this relationship, I present the following terms about Laser Weapons Class vs Conventional arc (Rifle/AC-HE/Small Rocket) and describe the opposite in such as disadvantages vs Laser Weapons Class continuously.&lt;br /&gt;
 &lt;br /&gt;
 Laser Cost Advantage: There is a single cost of use for any Laser Weapon as long as the weapon is not destroyed.&lt;br /&gt;
 Conventional Cost Disadvantages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The equipment (Auto-Cannon and AC-AP at cost, and AC-HE at cost as a single soldier -- or abstracted on entire arc as a single forward Soldier at distance to succeed) vs (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage). &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Conventional arc is in my approximation nearby but steadily standardly disadvantaged in terms of height vs Laser Weapons in this attitude(Range vs Point-shooting at hazard to X-COM person soldier). &lt;br /&gt;
 &lt;br /&gt;
 The advantages are thus that the single Conventional forward point-shooting soldier requires ongoing cost-in to succeed and is inaccurate but standardly similar in terms of energy usage vs destructible architecture and embankments via Range deconstruction vs Laser Range as a continuum-distance statement vs. and as X-COM opposed.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 In the following scene there is depiction of the forward group of 4 soldiers differently equipped encountering 3 alien units in a group, 2 Floaters in cover-in-distance pattern and obscured : and 1 &#039;Reaper&#039;(this is an unusual abstraction unit)Tank/Soldier threatening the group nearby broken house as a cover mechanic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover in houses Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 As you see the covering soldier at the hallway edge is in the blast radius of a previous engagement of the &#039;Reaper&#039; and it was a single use of Small Rocket that killed the alien unit, and cleared a hallway into the house and surrounding area ( in one reaction vs Laser Weapons Class advantages in splitting-&amp;quot;Laser Fire&amp;quot; in Ranges vs Obstacles and alien units).&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Another mistake in design vs the type advantages of Laser Weapons, here you see that the unit in Movement Pointer(MP) has a Heavy Cannon. I introduce the idea that if you see an indistinct design you should abstract against all types it could be run with. In this situation that means:&lt;br /&gt;
&lt;br /&gt;
 HC-HE - High Explosive available in context range (4 max 3-by-3 stars in effect) which has a unit-distance 0 reaction-relationship in arming from aside and in-effect friendly shell misfires.&lt;br /&gt;
  &lt;br /&gt;
 HC-AP - point of attack high power slug. Use as a Tank/Cannon with extra potential mobility for soldier as a movable arm. It is like a super-rifle in arm standard and damage to environment (as a relationship with speed over time units).&lt;br /&gt;
&lt;br /&gt;
 Because of this you need to assume that all loaded HC ammo is HC-HE as a minor disadvantage from cross firing and intermittent obstacles as a mission cover concept with no tactical depth in &#039;scoring&#039; (in X-COM UFO Defense (1994)). &lt;br /&gt;
&lt;br /&gt;
 Assume the difference of Conventional(Visible 2 Rifles and 1 Heavy Cannon) vs a competent distance of Laser Weapons low-standard for 3 Soldier in term-of weight (2 Laser Rifles, 2 Laser Pistols).&lt;br /&gt;
 &lt;br /&gt;
 Imagine this alternate composition in place in 3 soldiers in screen vs &#039;Reaper&#039; unit. The Cups or cans in reticle is not a problem as an obstacle for Laser Pistol or Laser Rifle, Nand the walls are Rifle(type) and Heavy Cannon evident. HE-HC Auto-cannon would cause 1-3 casualties in misfire but careful use of 3 soldiers in Laser Range at low standard would make moving vs &#039;Reaper&#039; not useless but disadvantaged in most cover engagements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 1-of-2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The Soldier further away from the &#039;Reaper&#039; unit has a free shot out of structure without movement. Other 2 force-invalid Soldiers are forced overwatch on fallen back X-COM-negative arcs or cover-over-context.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Top-Down 4X(X-COM Soldiers : Conventional) vs 3O(Floaters and Reaper)&lt;br /&gt;
 2 Menacing Floaters in obstruction and not safe range, one Reaper 2 by 2 near right-bottom.&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
 [[File:Overhead Reset Reaper.PNG]]&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The lead in attack is a rifle soldier that is powerful and effective vs (Floater Soldier).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 2-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Unit gets countered by depth of fire and lack of tactics in the advance position, vs inadequate armor in a type vs &#039;Plasma War&#039;.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Second side Reset Reaper Part 1 of 2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As X-COM Soldiers move outward of the 1-square infantry-movable open hallway, they can be initially prepared in terms of retreat after 3-4 loaded-(Rifle) shots, be them Snap Shot or Auto Shot vector grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 1-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As the confront is a fallback-possible position to pull the moving defender into a crossing range of failing fire as a standard of retreat vs. angles in the open windows via position this (in X-COM UFO Defense (1994)).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 2-of-2.PNG]] &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Initially destructive as as a piecemeal advantaged-benefit to covered defended positions or groups of Conventional Soldiers(X-COM), you can see it is more direct and has less overall use than you will see in Laser Ranges as an outlay of Obstacle Destruction in a per-series count of destruction as a number or abstraction of base-value integers.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Save of Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 ``With lack of reasoning, point-shooting is a very negative behavior for your group and can discourage a simple-take quasi-crystal with non-regard as prepared failure vs magic.``&lt;br /&gt;
&lt;br /&gt;
 But you can see the Civilans will survive and mass in numbers because you have so much ground area between them and (Civilian) assumed &#039;waypoints&#039; based on calculation and correctness of game logic in values. (Civilian Faction in Red)&lt;br /&gt;
&lt;br /&gt;
 [[File:Cover in Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Win and Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Bought 19 Scientists: Feb 5th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Feb 5th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
 After partial clearing (3 Sectoids Killed) by the Tank/Cannon with no losses, you can feel partially safe in the area, when moving down your 6 man team of X-COM Soldiers, They encountered a single Sectoid and made an effective shot in use of Rocket Launcher(no Additional use present) but in the turn after lost a man who was exposed with no vision of afar, leading down to 2 Tank/Cannon and 5 Soldiers.&lt;br /&gt;
&lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 1 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 2 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The true negatives of the need of this 6th Soldier as a Utility Weapon user become apparent as the 5 man squad cannot recover in advance of encumbered Tank/Cannons in relative position of broken architecture, that limits vision of afar vs unseen Cyberdisk.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 3 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 4 of 4.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Partial Recover as a mid-path Disadvantage in Tactics via Terror Mission : 2 Tanks 5 Soldiers Conventional(Rifle/HE) ==&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 1 of 3.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 The pictured 5 Soldier squad has an opportunity to make equipment changes of carry (alien)Artifacts into the SKYRANGER as an area technique of lessened risk via (Carrier efficiency vs. scouting) as a tactic of sustained advantage in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 2 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The main issue is the advancing broken Tank/Cannon line becomes engaged in further attacks and lack decision-making vs firepower in opportunity. &lt;br /&gt;
 &lt;br /&gt;
 The idea that the units are not capable of encountering the human-made obstacles is apparent in the need for &#039;Laser War&#039; as an arc setting of lack vs post-tested Technology in (Laser Rifle and Tank/Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 Losing a tank dramatically changes the strategy and thinking of the group. Forced failure in 1 Tank and 5 Soldier Combat Setting :&lt;br /&gt;
 &lt;br /&gt;
 [[File:1 Tank Lost 5 Man.PNG]]&lt;br /&gt;
== HE Use as a misstep and Failure to Respond to Loss of Tank/Cannon concerning Ground-clearing as a Directive of Survival ==&lt;br /&gt;
 &lt;br /&gt;
 User Error as a Tactician is apparent in use of the HE as a cover-clearing option and can be used at throwing range. The most important near valid negative, in terms of perfect use by an experienced used (with no add ons or covering mods of some kind in UI) is: &lt;br /&gt;
 the effect of the shell of effect per use of Explosive in terms of X-COM UFO Defense (1994) exampled in HE, Grenade, Alien Grenade is effected by material status and of surrounding obstacles of given game standard in terms of hardness. (I.e. plasma wall vs human wall, chair vs wall vs window and etc.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I was off by 2 Iso units to save my use soldier, but there was a valid opening created in terms of team value at range vs (Sectoid-Cyberdisk)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This additional encumbers the Tank/Cannon due to loss of strength in context of Obstacle clearing need in Conventional(Rifle/HE)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire +1 turn.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Tank Constriction in Range Setting ==&lt;br /&gt;
 &lt;br /&gt;
 Tank/Cannon is additionally disadvantaged as time goes on without Laser Weapons(Laser Rifle-Heavy Laser and Tank/Laser Cannon) for range clearing and necessitates the need of &#039;Laser War&#039; as an arc of Technology in X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Cover-over Fire of the Rifle on top of Tank/Cannon is one of the main disadvantages of (Rifle/HE) as a Class set-up vs Laser Rifle as a 1 item-unit Inventory&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 This Tank Disadvantage leads to further loss and a forced fighting position against a Sectoid group behind a window a broken wall&lt;br /&gt;
 &lt;br /&gt;
 (there is a weird inefficiency vs person soldiers behind &#039;double-slit-window&#039; tile of wall in this terror mission texture set: I do not trust Einstein... but I think it was Thomas Young 1802 according to &#039;https://en.wikipedia.org/wiki/Double-slit_experiment&#039;)&lt;br /&gt;
== Broken Walls as a defeat for Conventional(Rifle/HE) Soldiers as Comparison ==&lt;br /&gt;
 [[File:2 Man risk and retreat 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Full failure of edge in attack.&lt;br /&gt;
 &lt;br /&gt;
 [[File:2 Man risk and retreat 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 You could go so far as to say human-made walls and building Sprites have a direct advantage over Conventional(Rifle/HE) Soldier in direct reduction of effect as boundary to survival.&lt;br /&gt;
 &lt;br /&gt;
 [[File:3 Man Risk Terror 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 1 Soldier lost in retreat to escape with SKYRANGER to no advantages except minor score and potential of surviving Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Ditch to retreat at a loss.PNG ]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Lost Terror Mission Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Failed Terror Mission.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense ==&lt;br /&gt;
&lt;br /&gt;
Point of View here is that there are not options to keep the opening soldier alive in the need to open the Plasma Door of the Small Scout UFO. This opens the idea in terms of effective tactics in terms of over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense (1994)&lt;br /&gt;
&lt;br /&gt;
[[File:Door open dilemma.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 You have many available soldiers and the inevitable loss of the opening door soldier is very certain, but be sure to see if this is the case, if you have a better idea,  as to how to do this with the initial options available Jan 1st : please let me ProspectOfIgnorance know via, the location on bottom by the other messages(?), I will try to find.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Ice Bridge as a protected throughway 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 By opening the door you have a very large advantage that will if you are ordered correctly guarantee you will lose in exact (1) X-COM Soldier-- regardless of Difficulty level(usually 1 - Max 5 Sectoids)&lt;br /&gt;
[[File:Ice Bridge as a protected throughway 3 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Once you open the door it is an open advantage that you can easily handle with the remaining soldiers and equipment if you have a good arc of fire located around the door, and you scout to the corners before entry.&lt;br /&gt;
&lt;br /&gt;
[[File:Series of fire vs Small Scout 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Clearly a profitable encounter, on the back of the Tank/ Rocket Launcher as an initial and unhandled effective threat to Sectoids in &#039;Plasma Pistol fleet&#039; set-up.&lt;br /&gt;
&lt;br /&gt;
[[File:Series of fire vs Small Scout 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 The score of the landed UFO-1&lt;br /&gt;
&lt;br /&gt;
[[File:UFO-1 Captured MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Laser War Premise ==&lt;br /&gt;
 Laser War Premise is my overall strategy idea concerning the theoretical boundaries between and across; (Gauss/Conventional) -&amp;gt; Laser =&amp;gt; Plasma war-frame budgeting from a build order and as a prepared statement level in an e-sports inspired direction or capacity of gameplay.&lt;br /&gt;
&lt;br /&gt;
 This concerns a greater overarching light and mass physics theory regarding expansive relief of : &#039;Static-Removal Simulation Theory&#039;&lt;br /&gt;
&lt;br /&gt;
== Laser War Part 1 : January - March (Early Game) ==&lt;br /&gt;
&lt;br /&gt;
 Consider an increasing full theme of early game techniques, to open into Laser Cannons etc. Here is the full list available as of today:&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
== Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
==============================================================================================&lt;br /&gt;
&lt;br /&gt;
 [[File:Conventional Terror - Mission 1 Turn 2 - Battlescape - Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This is an example of the direction you can go to showcase the initial advantages that the &#039;Conventional&#039; Weapons Arc is capable of producing in the early game as I see it.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Conventional Terror-Mission 1 Turn 2 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The idea is that you want to initially convert money into Workshops and Living Quarters in the hope that you can then move up into the tech need of 4 Laboratories (2 of which I am deciding to use in a separate location for this play through I am using my Pine Gap XSB Base) and FIRESTORM, LIGHTNING, and AVENGER advanced craft.&lt;br /&gt;
&lt;br /&gt;
Because the units on the ground are so advantaged by unit depth in the early game the SKYRANGER configuration:&lt;br /&gt;
&lt;br /&gt;
 14 Soldier&lt;br /&gt;
&lt;br /&gt;
is the most effective and useful for cost efficiency and construction cost in terms of time to research.&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 7th  Save File Tree==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 1st - Jan 7th Save Tree for Infantry First Mech-Laser Tank Strategy in X-COM UFO Defense.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Infantry First Mech-Laser Tank : Type 1 ==&lt;br /&gt;
== Thule AFB : Type 1 ==&lt;br /&gt;
[[File:Building Buy Type 1.PNG]]&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 2 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
&lt;br /&gt;
Large Radar Array (Building for 25 days) x 1 Cost Each : $800,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Sells:&lt;br /&gt;
 [[File:Sell - Type 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 8 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 11 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 1 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 26 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon ( Transfer in 24 Hours) x 6 Cost Each : $13,500&lt;br /&gt;
&lt;br /&gt;
AC-AP ( Transfer in 24 Hours) x 4 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
AC-HE ( Transfer in 24 Hours) x 14 Cost Each : $700&lt;br /&gt;
&lt;br /&gt;
AC-I ( Transfer in 24 Hours) x 1 Cost Each : $650&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 10 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher ( Transfer in 24 Hours) x 12 Cost Each : $4,000&lt;br /&gt;
&lt;br /&gt;
Small Rocket ( Transfer in 24 Hours) x 61 Cost Each : $600&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 2 of 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
Incendiary Rocket ( Transfer in 24 Hours) x 1 Cost Each : $1,200&lt;br /&gt;
&lt;br /&gt;
High Explosive ( Transfer in 24 Hours) x 11 Cost Each : $1,500&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade ( Transfer in 24 Hours) x 70 Cost Each : $150&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 31 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) ( Transfer in 24 Hours) x 42 Cost Each : $1,240&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 3 of 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:1st Loadout.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER-1- 1st Loadout 1 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 8 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 3 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 6&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 8&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 3&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) x 1 | Space Used : 0&lt;br /&gt;
&lt;br /&gt;
Grenade x 5 | Space Used : 1&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 2 | Space Used : 1&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
 [[File:Research Type 1 - 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Research Type 1 - 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
10 Scientists | Medi-Kit | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 1st - Jan 7th ==&lt;br /&gt;
&lt;br /&gt;
There were no UFO units in the early game prior to Jan 5th except the Extra Small UFO --&lt;br /&gt;
&lt;br /&gt;
 I am of the opinion that the XS UFO is best left alone in the very first days of January in X-COM UFO Defense (1994)&lt;br /&gt;
&lt;br /&gt;
 The best you can do is shoot it down based on the speed it is traveling at when it presents on the map.&lt;br /&gt;
 &lt;br /&gt;
 If you shoot it down there will likely be a Battleship attack on your base prior to Jan 10th. Just leave it alone.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Because there was no contact I checked the graph and there was reason to believe there may be UFO activity in North Africa.&lt;br /&gt;
 &lt;br /&gt;
 The Aircraft in X-COM UFO Defense cost nothing to refuel, so manual scouting can be an edge in the very early game.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Scouting_into_North_Africa_-_Jan_5th.PNG]]&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 1st UFO - Landed&lt;br /&gt;
 Always try to tail the 1st 3 UFO smalls and they will be more likely to land, which is a better economy statement for you X-COM Company in January.&lt;br /&gt;
 &lt;br /&gt;
 I was using Cannons in this run. There is some exchange of fire before the landing, which I am unsure of how it effects the alien&#039;s scoring but I effect the reasoning that it makes the alien more likely to engage more heavily as an increasing weight-of-combat arc.&lt;br /&gt;
 &lt;br /&gt;
 The effectiveness of the Conventional class is much about overkill and avoiding overlapping fire in the initial encounter when moving outside of the SKYRANGER:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Rocket play UFO-3 January 7th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 When your units approach the craft, you want to drop the Rocket Launchers on the units that will breach the entry. You can potentially hazard 1 in the back behind the door to fire into the UFO in case of a large number of alien crew in a group (3 or more that will defeat the soldier that opens the door almost 100% of the time)&lt;br /&gt;
 &lt;br /&gt;
 I choose to use an alternating system of Rocket/Rifle Soldiers in terms of 2 types for item loadout: Both have a rifle - 1: 1 loaded Rocket Launcher and 1 Electro-flare, 2: 1 loaded Rocket launcher and 1 additional Rocket.&lt;br /&gt;
 &lt;br /&gt;
 This allows you to drop them on the field if you are breaching entry or if you run out of rockets via use.&lt;br /&gt;
 &lt;br /&gt;
 [[File:FInal_Approach_UFO-3_-_Jan_7th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:FInal Approach UFO-3 - Jan 7th top-down.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Additional Buildings January 7th:&lt;br /&gt;
 &lt;br /&gt;
 Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
 Living Quarters (Building for 16 Days) x 1 Cost Each : $400,000&lt;br /&gt;
 &lt;br /&gt;
 [[FIle:Building_purchase_after_Selling_tech_from_UFO-3_Jan_7th.PNG]]&lt;br /&gt;
== Theory of Overlapping Bases ==&lt;br /&gt;
&lt;br /&gt;
 After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.&lt;br /&gt;
&lt;br /&gt;
 If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. &lt;br /&gt;
 &lt;br /&gt;
 It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.&lt;br /&gt;
&lt;br /&gt;
 The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). &lt;br /&gt;
 &lt;br /&gt;
 You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat AFB Base build on Jan 12th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 12th - Jan 21st Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 12th - UFO-5 Turn 4 Jan 21st.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
&lt;br /&gt;
== Jan 12th - Jan 21st ==&lt;br /&gt;
&lt;br /&gt;
[[File:Med-kit completedLaser Weapons Jan 17th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 On Jan 17th the first profit producing technology is researched: Medi-Kit.&lt;br /&gt;
&lt;br /&gt;
 you want to leverage the cost of such and some minor goods to produce a gain of 1 engineer per cycle, while leveraging the cost of the Medi-kit - ~$2,000. It was originally 1 Day 6 hours or more but moves steadily downward to minimal with theory max 250 engineers capable as a throughline-metagame in terms of macro in space efficiency.&lt;br /&gt;
&lt;br /&gt;
 When you are done with Medi-Kits you move up to Laser Pistols on Jan 17th.&lt;br /&gt;
[[File:Laser Pistols Jan 19th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Onward to Laser Rifles on Jan 19th.&lt;br /&gt;
== General Stores in Base 2 as an Economy Grouping ==&lt;br /&gt;
[[File:General Stores in Base 2 Jan 20th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Due to the unease of use in the mechanics at play in terms of the alien attacks in X-COM UFO Defense, I find the amount of money and stores that it takes to hold alien corpses all game in-substantive in terms of gameplay. The idea that you can make $594,000 per 4 hours at theory maximum 250 engineers makes it a user luxury if you see it that way. &lt;br /&gt;
&lt;br /&gt;
 I therefore as a user declare this to be the way I want to score my own rates easily in terms of speed and dynamic grouping.&lt;br /&gt;
&lt;br /&gt;
 There is also mention on the theory of reality in terms of W. Glenn Davis Interview, recorded interview in 11/19/1990(Nation Archive) in that there could have been movable units of alien corpses in Wright-PatAFB as a intermediate statement (in X-COM UFO Defense : Alien corpses are considered an item that is stored as any other in the general stores) into the holding of a greater principle based around need. I have a theory of a proton shower that in context could have been related to down-cycling of a step-wise gravity pump (and stasis object) as described by Stan Deyo, surrounding the compelling evidentiary story line about his working in Pine Gap or near there on UFO Simulators (See Bill Uhouse on UFO Simulators) but do not have compelling evidence in this theory to fall back upon, but it is greater in competency to see the proton shower ideation from a StarCraft BroodWar typic circumstance level from the aside of &#039;Plasma Fire&#039;. tbd if I make this interesting side story about StarCraft narrative theorizing a further topic of discussion in bleed-through.&lt;br /&gt;
------------------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------------------&lt;br /&gt;
 Please do not take this as anything more than a context argument in valid use of the topic consequence of science fiction as a divide and entertainment. These minor points are not valid truth or proof but my addition to the visitation of proof. To compel my play in a further forward competitive and contemplative meta-game of X-COM UFO Defense, not a search for proof nor recognition or confirmation surrounding said mentions prior.&lt;br /&gt;
&lt;br /&gt;
 [[File:Fall Back interceptor in Thule as an air argument Jan 21st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 I find that there is value in overshooting one of two moving ground based interceptors, and moving the second to intercept. Here I notice another one of the unmarked advantages of Thule AFB as a location statement in X-COM UFO Defense. &lt;br /&gt;
&lt;br /&gt;
 When you engage a UFO in the surrounding areas in the minor islands and parches near Thule AFB, you will find that it is greater than average, potentially overstandard that there will be land to fall on in a landed or crashed UFO. More than you might realize it is defended in X-COM UFO Defense via game logic.&lt;br /&gt;
&lt;br /&gt;
 [[File:Landing UFO-5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I eventually forced the UFO-5 to land but again there was an exchange of fire, Neither craft was discernibly effected and it landed to a SKYRANGER Mission. It helps to deploy your SKYRANGER directly against the UFO in intercept because they will not fire-in-the-lead on your SKYRANGER in this instance.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Conventional Spread Army in UFO-5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Saved Files show some interesting Conventional Weapons Soldier tactics and orientations and the reality of the misfiring danger in average use with lowly or untrained Soldiers(Rookie-Squaddie).&lt;br /&gt;
== Jan 21th - Jan 30th Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:UFO-5 Turn 5 Jan 21st.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
&lt;br /&gt;
== Jan 21st - Jan 30th ==&lt;br /&gt;
&lt;br /&gt;
 This Section is mostly Snapshot devices in BattleScape. This is the same in-game battle as the previous section for the most part in terms of X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Weird Geometric arguements UFO-5 Turn 5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 [[File:Sell Funds Jan 21st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The sold funds buy 2 Workshops&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || x 2 Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laboratory Jan 27th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Large Radar complete Jan 26th.&lt;br /&gt;
 &lt;br /&gt;
 Laboratory complete Jan 27th.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Living Quarters Jan 30th.PNG ]]&lt;br /&gt;
&lt;br /&gt;
 Not clearly pictured, but there is a new Living Quarters on Base 2 on Jan 30th.&lt;br /&gt;
&lt;br /&gt;
== Jan 30th - Feb 5th and Terror Mission Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 30th-Feb 4th Terror Mission Turn 2.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Jan 30th - Feb 5th and Terror Mission ==&lt;br /&gt;
 Theory of use with Use of Sale in Research and Multi-level Usage of Research Project Material feature&lt;br /&gt;
 &lt;br /&gt;
 [[File:Available Research vs Stores 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Available Research vs Stores 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 January End and Score update.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Funding Change January.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Cannon rounds were sent to Wright-Pat AFB for rearm of a 2 INTERCEPTOR via 3 Hangar response with cannons as an-anti-small craft setup for defense.&lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Rifle Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Started Laser Rifles Feb 4th.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Opening Monument Covered Hangar-Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Added 1st step covered Hangar on Monument - needs to be surrounded by 1 square of other structure buildings to maintain security, despite connectedness to access-lift making it a 5 square weak point.  Isolated access entry via 1-square-connected access-lift is safer vs attacks but slower in 2 base especially if diffuse management of engineering assets is needed for Faster Alien Alloy Production.&lt;br /&gt;
&lt;br /&gt;
 Alien Alloys have a max worker budget per base at 100 Engineers Maximum per Base, so 2 Bases could both do 100, and you could produce at 200 at a time collectively, while 1 Base is capped at 100 even if there are theory maximum 250 engineers present.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Pine Gap-XSB Laboratory-Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Pine Gap is XSB in this instance, this is a Xenoscience Base -- which is flexible except a need for 2 Laboratory and 2 Living Quarters, as well as at least 1 General Stores. Set Down Living Quarters and Stores on Feb 1st. XSB is in this instance also a working intercept/covered light fighter housing in depth of all size minus 1 2-by-2 Hangar-sized comparison.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Start Producing Laser Pistols asap, During Terror Mission 1 Deployment - Feb 4th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Throughout this timeframe Laser Pistol, Rifle, and Heavy become produced and your conventions shift to a step-stance between&lt;br /&gt;
&lt;br /&gt;
 (Conventional -&amp;gt; Laser)&lt;br /&gt;
&lt;br /&gt;
 [[File:Workshop Complete - Feb 2nd.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Another Workshop complete but lack of Workers means looking for UFO contact to intermittently finance Engineers pre-(Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat Transfer 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Intermittently housing alien corpse in Wright-PatAFB continue until a tech pattern expansion and stores under-utilization in XSB used only for research.&lt;br /&gt;
&lt;br /&gt;
 [[File:Wright-Pat Transfer 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Feb 5th to March 5th and Laser Cannon Tech Complete Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Feb 4th Terror Mission Mission Turn 3-Feb 5th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Feb 5th - Feb 26th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Feb 26th-Laser Cannon Complete.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Feb 5th to March 5th and Laser Cannon Tech Complete ==&lt;br /&gt;
&lt;br /&gt;
 This is a long tactics section that highlights the topic circumstances and techniques-advantages of the Conventional Weapons Class in X-COM UFO Defense (1994) in the Terror Mission vs Floaters and in specific Reapers and Floaters as a joint-army type vs 14 X-COM Soldiers with no armor support.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Due to the disadvantages of 2-by-2 units such as Tanks(X-COM) and Reapers(Floater army) you have a very positive and potentially direct movement for any Soldier in 1-vs-all decision making in the early game as X-COM.&lt;br /&gt;
&lt;br /&gt;
 By use of the tech tree that is described you can make use of AC-HE and Small Rockets to clear partial alleyways into the embankment architecture with overly negatively-efficient means. This meaning that you have too much single firepower vs group motion of firepower, but it is spread in a dangerous direction due to the in-accuracy and need of movement of lowly or untrained staff (Rookie-Squaddie).&lt;br /&gt;
&lt;br /&gt;
== Paradox Movement in Partial Advantages of the Conventional arc (Rifle/AC-HE/Small Rocket), vs Laser arc(Alien Grenade/Laser Rifle/Laser Pistol and Tank/Laser Cannon) ==&lt;br /&gt;
&lt;br /&gt;
 To further describe this relationship, I present the following terms about Laser Weapons Class vs Conventional arc (Rifle/AC-HE/Small Rocket) and describe the opposite in such as disadvantages vs Laser Weapons Class continuously.&lt;br /&gt;
 &lt;br /&gt;
 Laser Cost Advantage: There is a single cost of use for any Laser Weapon as long as the weapon is not destroyed.&lt;br /&gt;
 Conventional Cost Disadvantages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The equipment (Auto-Cannon and AC-AP at cost, and AC-HE at cost as a single soldier -- or abstracted on entire arc as a single forward Soldier at distance to succeed) vs (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage). &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Conventional arc is in my approximation nearby but steadily standardly disadvantaged in terms of height vs Laser Weapons in this attitude(Range vs Point-shooting at hazard to X-COM person soldier). &lt;br /&gt;
 &lt;br /&gt;
 The advantages are thus that the single Conventional forward point-shooting soldier requires ongoing cost-in to succeed and is inaccurate but standardly similar in terms of energy usage vs destructible architecture and embankments via Range deconstruction vs Laser Range as a continuum-distance statement vs. and as X-COM opposed.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 In the following scene there is depiction of the forward group of 4 soldiers differently equipped encountering 3 alien units in a group, 2 Floaters in cover-in-distance pattern and obscured : and 1 &#039;Reaper&#039;(this is an unusual abstraction unit)Tank/Soldier threatening the group nearby broken house as a cover mechanic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover in houses Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 As you see the covering soldier at the hallway edge is in the blast radius of a previous engagement of the &#039;Reaper&#039; and it was a single use of Small Rocket that killed the alien unit, and cleared a hallway into the house and surrounding area ( in one reaction vs Laser Weapons Class advantages in splitting-&amp;quot;Laser Fire&amp;quot; in Ranges vs Obstacles and alien units).&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Another mistake in design vs the type advantages of Laser Weapons, here you see that the unit in Movement Pointer(MP) has a Heavy Cannon. I introduce the idea that if you see an indistinct design you should abstract against all types it could be run with. In this situation that means:&lt;br /&gt;
&lt;br /&gt;
 HC-HE - High Explosive available in context range (4 max 3-by-3 stars in effect) which has a unit-distance 0 reaction-relationship in arming from aside and in-effect friendly shell misfires.&lt;br /&gt;
  &lt;br /&gt;
 HC-AP - point of attack high power slug. Use as a Tank/Cannon with extra potential mobility for soldier as a movable arm. It is like a super-rifle in arm standard and damage to environment (as a relationship with speed over time units).&lt;br /&gt;
&lt;br /&gt;
 Because of this you need to assume that all loaded HC ammo is HC-HE as a minor disadvantage from cross firing and intermittent obstacles as a mission cover concept with no tactical depth in &#039;scoring&#039; (in X-COM UFO Defense (1994)). &lt;br /&gt;
&lt;br /&gt;
 Assume the difference of Conventional(Visible 2 Rifles and 1 Heavy Cannon) vs a competent distance of Laser Weapons low-standard for 3 Soldier in term-of weight (2 Laser Rifles, 2 Laser Pistols).&lt;br /&gt;
 &lt;br /&gt;
 Imagine this alternate composition in place in 3 soldiers in screen vs &#039;Reaper&#039; unit. The Cups or cans in reticle is not a problem as an obstacle for Laser Pistol or Laser Rifle, Nand the walls are Rifle(type) and Heavy Cannon evident. HE-HC Auto-cannon would cause 1-3 casualties in misfire but careful use of 3 soldiers in Laser Range at low standard would make moving vs &#039;Reaper&#039; not useless but disadvantaged in most cover engagements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 1-of-2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The Soldier further away from the &#039;Reaper&#039; unit has a free shot out of structure without movement. Other 2 force-invalid Soldiers are forced overwatch on fallen back X-COM-negative arcs or cover-over-context.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Top-Down 4X(X-COM Soldiers : Conventional) vs 3O(Floaters and Reaper)&lt;br /&gt;
 2 Menacing Floaters in obstruction and not safe range, one Reaper 2 by 2 near right-bottom.&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
 [[File:Overhead Reset Reaper.PNG]]&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The lead in attack is a rifle soldier that is powerful and effective vs (Floater Soldier).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 2-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Unit gets countered by depth of fire and lack of tactics in the advance position, vs inadequate armor in a type vs &#039;Plasma War&#039;.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Second side Reset Reaper Part 1 of 2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As X-COM Soldiers move outward of the 1-square infantry-movable open hallway, they can be initially prepared in terms of retreat after 3-4 loaded-(Rifle) shots, be them Snap Shot or Auto Shot vector grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 1-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As the confront is a fallback-possible position to pull the moving defender into a crossing range of failing fire as a standard of retreat vs. angles in the open windows via position this (in X-COM UFO Defense (1994)).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 2-of-2.PNG]] &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Initially destructive as as a piecemeal advantaged-benefit to covered defended positions or groups of Conventional Soldiers(X-COM), you can see it is more direct and has less overall use than you will see in Laser Ranges as an outlay of Obstacle Destruction in a per-series count of destruction as a number or abstraction of base-value integers.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Save of Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 ``With lack of reasoning, point-shooting is a very negative behavior for your group and can discourage a simple-take quasi-crystal with non-regard as prepared failure vs magic.``&lt;br /&gt;
&lt;br /&gt;
 But you can see the Civilans will survive and mass in numbers because you have so much ground area between them and (Civilian) assumed &#039;waypoints&#039; based on calculation and correctness of game logic in values. (Civilian Faction in Red)&lt;br /&gt;
&lt;br /&gt;
 [[File:Cover in Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Win and Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Bought 19 Scientists: Feb 5th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Feb 5th.PNG]]&lt;br /&gt;
== Cannon Light Fighter Feb 6th : 2 INTERCEPTOR by 3 Hangars ==&lt;br /&gt;
&lt;br /&gt;
 Day 1 fastest Light Fighter - Feb 6th : Cannon&lt;br /&gt;
&lt;br /&gt;
 The good thing about Cannons is that it will scale about directly in an appropriate manner to the UFO Scout-superclass(Small Scout, Medium Scout, Very Small) in terms of damage to the craft vs Usable Cannon(x50) rounds per craft.&lt;br /&gt;
&lt;br /&gt;
(type)Cannons are not appropriate vs Medium UFO Class and above,&lt;br /&gt;
 in terms of 1-off 1-and-all air battles, in &#039;point battle&#039; as a simulation abstract-exclusive term:&lt;br /&gt;
&lt;br /&gt;
 of point battle warfare as a war-frame budget or type of war-frame warfare.&lt;br /&gt;
 &lt;br /&gt;
 [[File:1st Light fighter Feb 6th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Workshop : Feb 6th&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:6 Workshops placed - Feb 8th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Living Quarters(2) : Feb 21st&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Living Quarters x 2 || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Heavy Laser and 2 Living Quarters Feb 21st.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Heavy Laser Complete -&amp;gt; Laser Cannon : Feb 17th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Heavy Laser Complete Feb 17.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
== Inventory of Thule AFB in Post-Research Reasoning ==&lt;br /&gt;
 It is interesting to consider that you do not need to use your scrapped or stolen Artifact post mission at Exit.&lt;br /&gt;
 &lt;br /&gt;
 With this idea of tamping down your inventory into holding uncertainty you reach-in-depth or provide depth-of-person-reasoning in depth.&lt;br /&gt;
 You can hold your idea of profitability vs. (the idea of start-up cost as a constant in terms of ) : use as tactics : in X-COM UFO Defense&lt;br /&gt;
&lt;br /&gt;
 You can then unitize the shear-logic upon the sidedness of your holding armies as - 14 Soldier : Conventional -&amp;gt; Laser &lt;br /&gt;
&lt;br /&gt;
 I will use Alloy and armor at cost if need be so I Will never (unless minor Engineer cost is evident to repair profit cycle in mid month) sell Alien Alloys or (Elerium 115) but I hold Plasma Rifle as an example of use and sale in perpendicular Weapons as Class : statements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Inventory in Thule After Terror Mission 1 - Feb 5th.PNG]] &lt;br /&gt;
&lt;br /&gt;
 You start to hold more Laser Weapons as time goes on and less useable clips as the limiting factor leads sale of weapons over clips, and replacement with more dense Laser Class Weapons that only require 1 piece of equipment with no use of weight drop-off among n groups of 1 or greater Conventional -&amp;gt; Laser equipped X-COM Soldiers at abstraction vs indiscriminate and reducing range in depth : to reach to Lasers as a Standard or Range Politics as direction in/and vs. X-COM UFO Defense (1994).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laser Transition from conventional.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 As you run out of HC-AP and HC-HE you should sell Heavy Cannons as the Laser Tanks are becoming evident on the next spectrum of step-usefulness pattern advance and engagement.&lt;br /&gt;
&lt;br /&gt;
 in addition you should hold the Rifles until you have no clips but do not have them in the SKYRANGER to allow for more Laser Rifles and Heavy Lasers in Inventory to overlap and reduce the usage of the concept of Small Rockets and AC-HE and AC-I over AC-AP.&lt;br /&gt;
 &lt;br /&gt;
 I am starting to realize that mass Smoke grenade as an outward concept of protruding warfare tactics in alien base assaults and Terror Missions and Medium Class UFOs and above, can be very powerful in ultimate reasoning of effectiveness over tag-fire as a continuum concept of academic logic expansion of various groups over a filling-random anti-player opponent(as X-COM with Smoke Grenades). It costs one turn to prime for &#039;0&#039; and reset it at your shoulder item slot. This will cover the point of attack with positional concealment, even if there are survivors -- at no cost to X-COM Health points as a metric of success.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Removing riles and Heavy Cannons for Laser Pistols Feb 9th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Engage UFO-6 and both craft INTERCEPTOR, UFO fight for minimal damage : Cannon &lt;br /&gt;
 UFO-6 Lands:&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO-6 - Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Landed Mission UFO-6&lt;br /&gt;
 [[File:UFO-6 Landed-Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
== Final Steps to Laser Cannon Technology and Approximate Scoring ==&lt;br /&gt;
 &lt;br /&gt;
 I made a minor user error in losing a Terror Mission and all the points associated but survived in a month (Superhuman is the only one I use and you need better than -500 to &#039;Survive&#039; the month in (boolean null standard territory of 0 or -1 when -3 will lose) you vs./via the game via (alien)minor changes on the game map globally, despite intermediate player-losses.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Feb Month Summary-lost Terror mission.PNG]]&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Living Quarters(2) : March 1st&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Living Quarters x 2 || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Thule AFB Base March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Update your Laser System as you produce engineering goods for profit over the period in time prior to Laser Cannon Research being complete in your play-through, despite date in game.&lt;br /&gt;
&lt;br /&gt;
 I added Heavy Rockets, and Heavy Laser in approximately the same timeframe of advancement. When you are moving away from Conventional Class weapoins and into Tank/Laser Cannons, this also means moving away from AC-HE by using Rocket Launchers around it at last stand of logic before transition to &#039;pure&#039; Laser Weapons Class. &lt;br /&gt;
&lt;br /&gt;
This, : in effect : continuously increasing weapon standard : requires a mixing of conventions to move equitably and not ever using AC-I but holding it, relates to overstaff as a training but not a budgeting-standard not a game(read game logic) mechanic. if there were night missions. I still do not have Motion Scanner, which is an early game advantage and mid-game -tech stable as your team transitions into lower counts of X-COM Soldiers in tune of Tank/Laser Cannon via &lt;br /&gt;
&lt;br /&gt;
 1 Tank/Laser Cannon , 10 Soldiers : Laser Weapons and Personal Armor &lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
 &lt;br /&gt;
 2 Tank/Laser Cannon , 6 Soldiers : Laser Weapons and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 Ultimately there is less of a choice in AVENGER(2 Tanks, 3 Tanks or 4 Tanks) in the mid-game and beyond as your range is in question to your liability in the game vs the use of it as a profit organism that required tech and &lt;br /&gt;
&lt;br /&gt;
 (Elerium 115 Secret plot device): Free Tanks/Workshop products as mentioned far above in tips -- see Light Fighters etc.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Update your Laser System March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Further advance in my Bases as 2 set Units moving up to the Top over time from Bottom as transposed/connected with Base 1 &#039;Thule AFB&#039; placing 4 Hangar for covering Light Fighters primarily in mid-game as a Single Air Command structure vs range and radar depth March 5th - &amp;gt; beyond&lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-PatAFB Base March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 LC Completed on March 2nd&lt;br /&gt;
 [[File:Laser Cannon at March 2nd.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 LC Deployed March 5th:&lt;br /&gt;
 Tech is next standard Question - When to advance&lt;br /&gt;
 &lt;br /&gt;
 [[File:Laser Cannon Tech Complete and open field - March 4th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Mixed Conventional : 1 Tank/ Rocket Launcher and 10 Soldiers : Aggressive Tech Advance vs Sectoid ==&lt;br /&gt;
&lt;br /&gt;
== Initial Theory of Aggressive Tech Advance and Theory of Use ==&lt;br /&gt;
&lt;br /&gt;
 This build order variant is the most high technology leaning flavor of the 3 sub sets that are presented.&lt;br /&gt;
 &lt;br /&gt;
 These being - &lt;br /&gt;
 14 Soldier : 1 Tank/ Rocket Launcher and 10 Soldiers : 2 Tank/ Cannon and 6 Soldiers &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This is a technology race build in that you move into Laser Cannons after Researching the first alien technology that you can find. The build I go here initially involves Researching Plasma Pistol and Clip as well as Mind Probe early. You can then use the &#039;Free Tanks&#039; Engineering efficiency window to make these your primary profit producing goods for no material costs. &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This build will be more advantaged in the mid game and late game as a Technology-heavy option for the highest soldier preparation including Hovertanks/Flying suits and Blasterbombs. The curve the tech takes involves scouting for alien base early which relies on a good match with the race that you encounter first, with advantages in early high tech as a set-up at first take in January.&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This orientation is the ideal set up for an early capture plan to rush into Sectoid Leader and Psionics in the early game before late April, and could be a quicker date-time based opening into advanced tech, than a more macro oriented strategy in terms of building Laboratories, Workshops( Or additional Hangars) as a step-up building plan for mid game.  &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 The main power of the build revolves around the use of the opening equipment(deemed Mixed Conventional) which is in effect Ac-AP and HC-AP primarily. This allows the need to make only very small purchases other than Tank/Rocket Launcher (x 2) which is a powerful, more highly efficient HWP than Tank/Cannon. On average the Rocket Tank is the best opening in terms of raw power, vs opening Plasma Pistol fleet Sectoid. The advance topic of high technology as the goal is also apparent in this build by use of an opening Large Radar Array, which is a net benefit in Artifact recovery rates and number of detected UFOs in the early game.&lt;br /&gt;
&lt;br /&gt;
== Thule AFB anti-Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Anti-Type 1MixedConventional 1Tank Rocket Launcher and 10 Soldiers-.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Thule AFB Type 1 ==&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Type 1MixedConventional 1 Tank Rocket Launcher and 10 Soldiers.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Large Radar Array ( Building for 25 days) x 1 : $800,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 2 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 20 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Tank/Rocket Launcher (Transfer in 96 hours) x 2 Cost : $480,000&lt;br /&gt;
&lt;br /&gt;
HWP Rockets(Transfer in 48 hours) x 30 Cost : $3,000&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 6 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 26 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER 1 item Loadout.PNG]]&lt;br /&gt;
 [[File:SKYRANGER1Loadout.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 1 Tank/Rocket Launcher and 10 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 5 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 11&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 8&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
Stun Rod x 4&lt;br /&gt;
&lt;br /&gt;
Electro-flare x 6&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
 [[File:Stores MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]] &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Base Information Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
 [[File:Research Medikits.PNG]]&lt;br /&gt;
30 Scientists | Laser Weapons | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 5th ==&lt;br /&gt;
 &lt;br /&gt;
 From my point of view in comparison, this mixed Conventional(Auto Cannon - AC-AP, Rocket Launcher, Heavy Cannon - HC-AP) loadout with Tank/Rocket Launcher, is the best inventory for the price, without advanced tactics related gameplay.&lt;br /&gt;
 &lt;br /&gt;
 It is most of what you would need in just the standard equipment and 1 Tank/ Rocket Launcher but I will buy 2 because it takes so much more time than you can afford in the early game to transfer them. The Standard Equipment Jan 1st in X-COM is the easiest to use, but not always best(for advanced tactics).&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 The use of Tank/Rocket Launcher is very efficient and effective in 1st strike opportunity vs &#039;Plasma Pistol fleet Sectoid&#039;.&lt;br /&gt;
 &lt;br /&gt;
 It eventually produces an overmatched strongside vs the alien lines when in effect, which relates to your effective tactics being overwhelming even vs larger groups of Sectoids in the early game (Superhuman Difficulty).&lt;br /&gt;
&lt;br /&gt;
 [[File:Open tactics as high-tech.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Difference in use of Rocket Launcher vs open or &#039;locked&#039; voxels at Range ==&lt;br /&gt;
&lt;br /&gt;
 You&#039;ll notice that if I point out that this was a direct hit on this Sectoid, the (actually really unlikely in my experience) 2-voxel wide bridge causes a weird field-of-fire inconsistency, where the number of squares effected move outwardly in multiple directions from a different pace based around the logic that only some blocks can be effected by explosion. I refer to the voxels this water case-state as &#039;locked&#039;&lt;br /&gt;
 &lt;br /&gt;
 The main effect is that the water does not have a cratered appearance and thus will not be effected by explosion in the same way as walkable path ground.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Rocket-tank as an overpower 1 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Rocket-tank as an overpower 2 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 You can see that the overall group of Soldiers is outpaced by the effective use of Tank/Rocket Launcher. If can aim correctly in lead, you can be almost sure of 1-2 kills per turn. If the Tank/ Rocket Launcher is a failure in the lead, the redundancy of group that made up the Soldiers contingent will use the overlap of the (available)Rocket Launcher that is a unit-item not attached as a HWP.&lt;br /&gt;
 &lt;br /&gt;
 You can see logistic and control issues using the unit-item Rocket Launcher as well as the Tank/Rocket Launcher in tandem terms of group dynamics as a &#039;Sensor&#039;.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
[[File:Rocket-tank as an overpower 3 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Concealment to cover advance for a one man straggler.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 Consider losses in this scenario or continuity in this nearby link below:&lt;br /&gt;
 See full explanation here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Jan 5th - Jan 8th ==&lt;br /&gt;
== Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points ==&lt;br /&gt;
 Consider in this nearby link below the idea of the Differences of Laser Ranges vs (Mixed)Conventional in Increment arcs and move-out potential in full explanation here -&amp;gt; [duplicate]&lt;br /&gt;
-------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 (top down for continuity)&lt;br /&gt;
  &lt;br /&gt;
 [[File:Mid-premise 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This in effect usage of Tank/ Rocket Launcher allows you as a player to use the advantages of geometric units to avoid the average need of maneuver under enemy reaction fire in coverage by average concept grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Geometery 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The inside invasion tactics are overpowered by your numbers as a result relating to less tactics with the use of (Mixed)Conventional over other group types for X-COM Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Geometery 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Score Screen for UFO-2&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO Capture UFO-2.PNG]]&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
== Artifact Retrieval As removal from engineers in a Build Order Budget == &lt;br /&gt;
&lt;br /&gt;
 As you can see the effective use of the (Mixed)Conventional X-COM Soldier is more than you would need in terms of small UFO (Medium Scout), and is an effective route of removing the need for more profit making entities. As a statement this high tech build- goes in primarily one direction(-&amp;gt; Laboratories) and lacks depth before AVENGER in manufacturing.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Closing DIstance.PNG]]&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
 [[File:Building improvements at Jan 5th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 You can net 1.8 Million as a group but you can not relay the negative at this time vs your lack of knowledge vs the alien exercise and related concealment of base in location as a standard of concealment in abstract unit-1 depth terms.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Aftifact runs can be very effective UFO-1 1.8 Million.PNG]]&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Conventional and 2 Tank/Cannon 6 Soldiers Opening: Stable Alloy Infantry Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
== Conventional and 2 Tank/Cannon 6 Soldiers Opening: Stable Alloy Infantry Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
 This is a build the leverages the cost advantages of using Rifles and Tank/Cannon without using upgrades in conventional besides HE and Smoke/Proximity Grenades, If you check the prices it is operationally cheaper in terms of survival-in-wear than the Tank/Rocket Launcher. &lt;br /&gt;
 &lt;br /&gt;
 The theory is to pick Alloy First and then Personal Armor if you lose your tanks as an opening advantage into Laser Cannon -&amp;gt; 2 SKYRANGER and then Unified at AVENGER(Laser Rifle Standard Soldiers and Tank/Laser Cannon)&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 13th  Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Conventional and 2TankCannon 6 Soliers Opening Jan1st-Jan13th.zip]]&lt;br /&gt;
 [[File:Jan 13th Crash Site UFO-2.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Conventional and 2 Tank / Cannon 6 Soldiers Opening : Type 1 ==&lt;br /&gt;
== Thule AFB anti-Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Counter theory for theme building Radar anti-type Type 1 Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
== Thule AFB Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 [[File:No Radar True Type 1 Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 1 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Hangar (Building for 25 days) x 1 Cost Each : $200,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters (Building for 16 days) x 1 Cost Each : $400,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Sells:&lt;br /&gt;
 [[File:Type 1 Sell Jan 1st Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 9 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 13 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Tank/Cannon (Transfer in 96 hours) x 2 Cost : $420,000&lt;br /&gt;
&lt;br /&gt;
HWP Cannon Shells (Transfer in 48 hours) x 79 Cost : $200&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
Rifle ( Transfer in 24 Hours) x 4 Cost Each : $3,000&lt;br /&gt;
&lt;br /&gt;
Rifle Clip ( Transfer in 24 Hours) x 29 Cost Each : $200&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 9 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 6 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
Small Rocket ( Transfer in 24 Hours) x 5 Cost Each : $600&lt;br /&gt;
&lt;br /&gt;
Large Rocket ( Transfer in 24 Hours) x 1 Cost Each : $900&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
High Explosive ( Transfer in 24 Hours) x 40 Cost Each : $1,500&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade ( Transfer in 24 Hours) x 19 Cost Each : $150&lt;br /&gt;
&lt;br /&gt;
Grenade ( Transfer in 24 Hours) x 14 Cost Each : $300&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 105 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) ( Transfer in 24 Hours) x 44 Cost Each : $1,240&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER Loadout Jan 5th - Items Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 [[File:SKYRANGER 1st Loadout Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 2 Tank/Cannon and 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 4 | Pistol Clip x 4&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 1&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 3 || Large Rocket x 1&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade x 4&lt;br /&gt;
&lt;br /&gt;
High Explosive x 9&lt;br /&gt;
&lt;br /&gt;
Electro-flare x 6&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
 See above or load file(too much legwork currently)&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
 [[File:Accidently Delayed Research Jan 3rd Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I delayed research projects until scientist arrived Jan 3rd(inadvertantly).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Base defense and Capture Defense in Detail Jan 5th Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 There are also 11 more Soldiers to defend the 1st Base during SKYRANGER Missions&lt;br /&gt;
&lt;br /&gt;
23 Scientists | Laser Weapons | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 1st - Jan 13th ==&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 There was an initial delay in the use of researchers until Jan 3rd when the entire team arrived at (23 Scientists). I choose to use Laser Weapons at the first point but I think this may have been an over commitment t the 1 base version of the mid-game.&lt;br /&gt;
&lt;br /&gt;
I therefore purpose that the 2nd file anti-Type 1 above be used in theory with a Motion Scanner as 1st technology before Alloys -&amp;gt; Personal Armor due to displayed weakness (in Terror Mission 1).&lt;br /&gt;
&lt;br /&gt;
 [[File:Initial Orientation as a Prototypical Structure vs Plasma War Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
The disadvantages of the Class:&lt;br /&gt;
 &lt;br /&gt;
 2 Tank/Cannon : 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
is not apparent by the advantaged position of the entry vs the UFO (Medium Scout) positionally.&lt;br /&gt;
&lt;br /&gt;
 In times there is an advantage to using this smaller group but it can be much more time-intensive as a theoretical mission-type(Artifact Raid as Mission or control Maneuver) in that you revert to a profit model.&lt;br /&gt;
 &lt;br /&gt;
 Stockpile retrieval and disarming-engagements become the initial goal of use-cover to cover the area tangible for stockpiling person soldier Carriers vs heavy response of loitering alien units(Sectoid) and unit-companions(Cyberdisk) in Terror missions in particular.&lt;br /&gt;
 &lt;br /&gt;
 1&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 1 Jan 13th.PNG]]&lt;br /&gt;
 2&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 2 Jan 13th.PNG]]&lt;br /&gt;
 3&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 3 Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 With low scout patterns due to the use of tanks as a frontal process, you will gain a lot by grouping all 6 behind a tank and by obstacles, If you can not see them near the UFO : &lt;br /&gt;
&lt;br /&gt;
 It is much less likely they will have a free-shot Alien Grenade in window of your open units at maximum angle and range, as AI tends to dictate.&lt;br /&gt;
 &lt;br /&gt;
You can move in pattern behind both tanks as the inital non-effect movement of the Sectoid fleet setup is more plasma pistols but not in depth of range and reason. They use them as a defended harass type without reason of outward cause. One one or two will pick at your weaknesses with 1-2 per turn Plasma Pistols. &lt;br /&gt;
&lt;br /&gt;
This is the weakest use of Plasma Pistols and shows a hardware checkpoint in terms of depth to the player. Tank/Cannons are able to hold 6-10 shots vs Plasma Pistol in this orientation due to (type)(Alloy or pseudo Alloy Armor)&lt;br /&gt;
&lt;br /&gt;
 In this use of cover as a tactic of containment, you want 3 moving units to breach the door for the UFO (Medium Scout). You will see the main disadvantage to using &lt;br /&gt;
&lt;br /&gt;
 2 Tank/Cannon and 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
 is the Capture of the interior craft : UFO Craft Represented as an Interior Battleground :&lt;br /&gt;
&lt;br /&gt;
 So you need to drop the only Rocket Launcher to cover the 3rd man with 2-by-2 defense of the outside of the UFO(1st use of this is important as in this build you do not have to build or buy them, but I would not sell the ones you get at Jan 1st.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Dropped Rocket Launcher Jan 13th.PNG]]&lt;br /&gt;
== Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Boundary Theory: UFOs represented as an Interior Battleground ==&lt;br /&gt;
== [[Theory of Small Craft represented as an Interior Battleground]] ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Jan 13st - Feb 20th  Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 I put a bunch of files in one section because the screenshots became confusing to organize over saves.&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 13th Crash Site UFO-2 Continued -Jan 24th Terror Mission.zip]]&lt;br /&gt;
 [[File:Jan 24th Terror Mission Continued.zip]]&lt;br /&gt;
 [[File:Jan 24th Terror Mission Continued part 2.zip]]&lt;br /&gt;
 [[File:Jan 26th - Jan 28th.zip]]&lt;br /&gt;
 [[File:Jan 28th - Feb 20th.zip]]&lt;br /&gt;
 [[File:Feb 20th - Laser Cannon Feb 24th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Jan 13st - Feb 20th Laser Cannon Complete ==&lt;br /&gt;
== Recovered UFO-1 Jan 13th - Jan 17th ==&lt;br /&gt;
Purchased : &lt;br /&gt;
&lt;br /&gt;
 Living Quarters || Cost $400,000 || x 3 Build time in days 16&lt;br /&gt;
&lt;br /&gt;
 in Selling all of the alien Artifacts(except mostly all clips in size (Plasma Pistol-Plasma Rifle | Stun Bomb)&lt;br /&gt;
&lt;br /&gt;
 enough money for a Living Quarters expansion, note the Extra hangar, this is for an ultimate movement into &lt;br /&gt;
&lt;br /&gt;
 2 SKYRANGER(s)&lt;br /&gt;
 2 Tanks/Laser Cannon and 6 Soldiers : Personal Armor, Laser Weapons and Alien Grenade/Motion Scanner&lt;br /&gt;
&lt;br /&gt;
 As a series expansion of mass as a larger Infantry concept as a work-up to a unity environment when AVENGER is completed in 3 and 4 Tank AVENGER loadouts -&amp;gt; Power Armor as a standard of late-game need.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Living Quarters after Sale Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 UFO Score Screen, no Elerium because shot down by INTERCEPTOR : Cannon&lt;br /&gt;
 &lt;br /&gt;
 [[File:No Elerium UFO Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Essential Technologies at this Juncture Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Moving out of Motion Scanner in terms of Technology need into Alloy and Personal Armor Jan 13th ==&lt;br /&gt;
 == Moving out of Motion Scanner in terms of Technology need into Alloy and Personal Armor Jan 13th ==&lt;br /&gt;
 &lt;br /&gt;
 Squad Armor also called &#039;Personal Armor&#039; (even in misstep) is the main advantage of cheaper : Rifle and Tank/Cannon Squads in SKYRANGER as terms of &#039;Tank First Heavy Infantry&#039; follow-up tech patterns into AVENGER Class advance in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Squad armor is the main advantage of this set up earlier than Laser Weapons Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Scientists at Jan 17th.PNG]]&lt;br /&gt;
== Jan 17th - Terror Mission(1) ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Finished the Alien Containment in the days before the 1st Terror Mission I engage, I avoided one accidentally, because of the X-COM UFO Defense game bug that relates to the reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 The theory of Conventional (Rifle/HE) Squads in 2 Tanks and 6 Soldiers SKYRANGER is tested here :&lt;br /&gt;
&lt;br /&gt;
 I do not think it has the initial firepower advantages needed, in (Sectoid-Cyberdisk) Terror Missions and I think the average upgrade to Auto-Cannon as a 5-6 man standard could be ultimately necessary.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien COntainment Jan 19th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Tanks 1 Terror Mission 1.PNG]]&lt;br /&gt;
 At initial, the Tank/Cannon(s) can clear and are at advantages in terms of range and armor in lit areas(even at night).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Tanks 2 Opening push out of SKYRANGER Terror 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I open up concealment with Smoke Grenade in the area opened by an initial tank area decided round 1. The tanks are effective vs multiple Sectoids in response to lack of security and load bearing relationship loss in an early loss of Soldier as a Carry-Operable person soldier in :&lt;br /&gt;
&lt;br /&gt;
 2 Tank/Cannon and 6 Soldier Conventional(Rifle/HE)&lt;br /&gt;
&lt;br /&gt;
 [[File:TANKSC~1.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 [[File:TANKSC~2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
 After partial clearing (3 Sectoids Killed) by the Tank/Cannon with no losses, you can feel partially safe in the area, when moving down your 6 man team of X-COM Soldiers, They encountered a single Sectoid and made an effective shot in use of Rocket Launcher(no Additional use present) but in the turn after lost a man who was exposed with no vision of afar, leading down to 2 Tank/Cannon and 5 Soldiers.&lt;br /&gt;
&lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 1 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 2 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The true negatives of the need of this 6th Soldier as a Utility Weapon user become apparent as the 5 man squad cannot recover in advance of encumbered Tank/Cannons in relative position of broken architecture, that limits vision of afar vs unseen Cyberdisk.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 3 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 4 of 4.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Partial Recover as a mid-path Disadvantage in Tactics via Terror Mission : 2 Tanks 5 Soldiers Conventional(Rifle/HE) ==&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 1 of 3.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 The pictured 5 Soldier squad has an opportunity to make equipment changes of carry (alien)Artifacts into the SKYRANGER as an area technique of lessened risk via (Carrier efficiency vs. scouting) as a tactic of sustained advantage in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 2 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The main issue is the advancing broken Tank/Cannon line becomes engaged in further attacks and lack decision-making vs firepower in opportunity. &lt;br /&gt;
 &lt;br /&gt;
 The idea that the units are not capable of encountering the human-made obstacles is apparent in the need for &#039;Laser War&#039; as an arc setting of lack vs post-tested Technology in (Laser Rifle and Tank/Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 Losing a tank dramatically changes the strategy and thinking of the group. Forced failure in 1 Tank and 5 Soldier Combat Setting :&lt;br /&gt;
 &lt;br /&gt;
 [[File:1 Tank Lost 5 Man.PNG]]&lt;br /&gt;
== HE Use as a misstep and Failure to Respond to Loss of Tank/Cannon concerning Ground-clearing as a Directive of Survival ==&lt;br /&gt;
 &lt;br /&gt;
 User Error as a Tactician is apparent in use of the HE as a cover-clearing option and can be used at throwing range. The most important near valid negative, in terms of perfect use by an experienced used (with no add ons or covering mods of some kind in UI) is: &lt;br /&gt;
 the effect of the shell of effect per use of Explosive in terms of X-COM UFO Defense (1994) exampled in HE, Grenade, Alien Grenade is effected by material status and of surrounding obstacles of given game standard in terms of hardness. (I.e. plasma wall vs human wall, chair vs wall vs window and etc.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I was off by 2 Iso units to save my use soldier, but there was a valid opening created in terms of team value at range vs (Sectoid-Cyberdisk)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This additional encumbers the Tank/Cannon due to loss of strength in context of Obstacle clearing need in Conventional(Rifle/HE)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire +1 turn.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Tank Constriction in Range Setting ==&lt;br /&gt;
 &lt;br /&gt;
 Tank/Cannon is additionally disadvantaged as time goes on without Laser Weapons(Laser Rifle-Heavy Laser and Tank/Laser Cannon) for range clearing and necessitates the need of &#039;Laser War&#039; as an arc of Technology in X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Cover-over Fire of the Rifle on top of Tank/Cannon is one of the main disadvantages of (Rifle/HE) as a Class set-up vs Laser Rifle as a 1 item-unit Inventory&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 This Tank Disadvantage leads to further loss and a forced fighting position against a Sectoid group behind a window a broken wall&lt;br /&gt;
 &lt;br /&gt;
 (there is a weird inefficiency vs person soldiers behind &#039;double-slit-window&#039; tile of wall in this terror mission texture set: I do not trust Einstein... but I think it was Thomas Young 1802 according to &#039;https://en.wikipedia.org/wiki/Double-slit_experiment&#039;)&lt;br /&gt;
== Broken Walls as a defeat for Conventional(Rifle/HE) Soldiers as Comparison ==&lt;br /&gt;
 [[File:2 Man risk and retreat 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Full failure of edge in attack.&lt;br /&gt;
 &lt;br /&gt;
 [[File:2 Man risk and retreat 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 You could go so far as to say human-made walls and building Sprites have a direct advantage over Conventional(Rifle/HE) Soldier in direct reduction of effect as boundary to survival.&lt;br /&gt;
 &lt;br /&gt;
 [[File:3 Man Risk Terror 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 1 Soldier lost in retreat to escape with SKYRANGER to no advantages except minor score and potential of surviving Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Ditch to retreat at a loss.PNG ]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Lost Terror Mission Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Failed Terror Mission.PNG]]&lt;br /&gt;
== Jan 21st- Late January and Personal Armor ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 General Stores complete on Jan 21st&lt;br /&gt;
 &lt;br /&gt;
 [[File:General Stores Complete Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Laboratory complete Jan 27th&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 [[File:Laboroatory Complete 27th Jan.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Living Quarters complete on Jan 29th&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Living Quarters Jan 29th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Personal Armor completed at Feb 1st ==&lt;br /&gt;
 &lt;br /&gt;
 I lost 2 Tank/Cannons and did not buy any more, so this covered Soldier model of using Personal Armor is an advance of weakness toward the point of view that there is a goal to use your stable Alien Alloy in &#039;Free Tanks&#039; Engineering bug to produce 1 at a time as many as possible while advancing Research up to Laser Cannon.&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Personal Armor.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor First on Feb 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Failure as an option and turn to 12 Soldier (mixed)Conventional AP as a response to lost tanks in lowly or untrained(Rookie-Squaddie) X-COM Soldiers ==&lt;br /&gt;
&lt;br /&gt;
 Due to a lack of available force I was forced into a Soldier transition that used all of my available Conventional Class weapons including Pistol and HE.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You can see how covered it looks vs a Medium Scout in terms of available context vs alien. Remember this as a repair step with Tank/Cannon as on opening in January - early February. 12 Soldiers is a very strong and almost overpowered around vs &#039;Plasma Pistol&#039; fleet Sectoid and remains effective and profitable until Medium UFO Craft size(usually in month 3 (March) as a standard).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
 There is more to talk about here in terms of the programatic portrayal of the terrain options and how to engage with Tanks vs./or Infantry in mass. But will forgo analysis this here-  &lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Relatable subset-squares of familiar terrain series blocks example.&lt;br /&gt;
 &lt;br /&gt;
 [[File:FOrmations 4.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Basic overpower and overthrow as 12 Soldiers even after unprofitable loss of 2 Tanks and 5 Soldiers in lost Terror Mission 1.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 5.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 UFO Capture Score Screen&lt;br /&gt;
 &lt;br /&gt;
 [[File:Capture.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Options Above in Group Thinking with Overly Positive Unit-relationship vs Plasma Pistol &#039;fleet&#039; Sectoid ==&lt;br /&gt;
&lt;br /&gt;
 Built 2 more workshops and numerous engineers for transition into Laser War and 2 SKYRANGER into AVENGER in Midgame.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || x 2 Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Workshops and 5 Engineers Feb 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You basically had many advantages vs Medium Scout so moving up to Laser Pistol is all Positive in terms of Profit and Survivability : which is helpful in mid game as you hold experienced Staff for Cydonia in late game. &lt;br /&gt;
&lt;br /&gt;
 [[File:Science on a house level.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Up The Laser Weapons Tree After Personal Armor.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Worthwhile sale of Artifacts after Medium UFO Capture - holding only Stun Bomb as the build becomes more narrowly specific to need in March and beyond and overall depth of &#039;Laser War&#039; Technologies increases.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Selling Artifacts after UFO Mission.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Theory of Armor Expansion in a system vs. and opposed in terms Personal Armor as a subtype variable vs Guardian G.I. and Unarmoured X-COM Soldier as G.I. as a unit comparison ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Complete Theory here to reduce clutter -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
 Personal Armor is really quite useful all game and is an effective investment vs all types of person soldier and tank soldier Aliens.&lt;br /&gt;
 &lt;br /&gt;
 You can see it like an embankment battlefield architecture much like the Tank/Cannon depicted colloquially as moving embankments.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 They shift in mass and are best in front line fighters in case X-COM Soldiers.&lt;br /&gt;
 Notice that when a unit wears the Personal Armor the look the same from the game view --but not the inventory screen-- as a brown haired orangish tan, maybe caucasian man depicted from there on as an abstraction of basic armored soldier.&lt;br /&gt;
&lt;br /&gt;
 They typically can survive 1 shot at least of Plasma Weapons as an indeterminate Class(in terms of Fog-of-War obfuscation).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
== End of Cycle - Complete Laser Cannon - and subset approximate Scoring Feb 24th ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 After the Mission and completion of the Laser Cannon Research, I moved on to UFO Power Source as a move into AVENGER via UFO Construction and Flying Suits. The Goal is to use 2 SKYRANGER(s) as a gap until AVENGER when you use all the units from both in 1 deployment step from then on for cost at Elerium 115.&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO Power Source - Laser Cannon Completed.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 LC Completed on Feb 24th&lt;br /&gt;
 [[File:Laser Cannon at March 2nd.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Full subset-build point in time snapshot at Feb 24th below: &lt;br /&gt;
&lt;br /&gt;
 [[File:Thule AFB at point of completion of Laser Cannon.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Stores at time of Laser Cannon.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Base information at time of Laser Cannon.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:ProspectOfIgnorance&amp;diff=121346</id>
		<title>User talk:ProspectOfIgnorance</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:ProspectOfIgnorance&amp;diff=121346"/>
		<updated>2025-03-31T10:37:59Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: removing links to soon-to-be-deleted pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Table of Contents:&lt;br /&gt;
&lt;br /&gt;
== Initial Theory of Acceptance ==&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Hello, &lt;br /&gt;
 I want you to have some background before you read this crazy stuff, about what I put a lot of time into in my adult life concerning X-COM:&lt;br /&gt;
&lt;br /&gt;
 Please do not consider this anything larger than a topic of entertainment and theory advancement about primarily the game X-COM UFO Defense.&lt;br /&gt;
== I am the greatest and best X-COM UFO Defense player of all time and I intend to show the proof. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ALL OF US Love this game, but what has really changed since 1994.....&lt;br /&gt;
&lt;br /&gt;
 Firstly there is proof of actual non-inertial craft in US Airspace in 2004 off the coast of California. And yet the rest of the tryst between us and the real users of the X-COM game remain unclear. This requires an un-reasonable use of personal time and expertise to prove without any doubt that we are in unclear territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 I am an old school player from the early days of X-COM and having used this amazing website I have furthered my understanding and theory of this game. There is reason to realize that the terms in this game may be selected with use to clarify an argument which is ongoing. From here on I will allow you interest but not disapproval of my theory of science and technique. If you are not a sure person just doubt this theory of mass, and remove the mention of realty. I am going to further the understanding of the mythos of this game but I want you as the reader to remember this: &lt;br /&gt;
&lt;br /&gt;
 All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; a product of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 These are my pre-cursors that I will use in this explanation of my ultimate X-COM UFO Defense strategy:&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reticulan Continuum ==&lt;br /&gt;
&lt;br /&gt;
 (read Sectoid via Reticulan) The theory of a long term reality-bending war-riding race that diversifies genetically through conversion of people via warfare and disintegration of cultures. In effect the Reticulian Continuum creates more types by conquering worlds like what is seen in X-COM UFO Defense. This is a well known but undefined topic I use loosely in my explanation of the theories I present.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== (Elerium) 115 ==&lt;br /&gt;
&lt;br /&gt;
 The theory that Elerium 115 is a densely located and proton-packed, heavy and stable element that can be used in resonance or repair of gravity waves. Useful in formation of standing waves to generate static structures or matter-waves relating to movement within formative masses composed of fluid gravity-mass movement via space-environment as a set standard.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Some Potential Theory Uses for Elerium 115: Powerful Force Fields, Foundry, Advanced Armour, Plasma Weaponry, &lt;br /&gt;
 (My own make believe theory about plasma fires) Static Removal Simulation via Plasma Fire Uncertainty.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Static-Removal Simulation Theory ==&lt;br /&gt;
&lt;br /&gt;
 The idea that there is a simulated possibility that a theoretical near-maximum exists in terms of computational correctness, specifically in terms of forecasting simulated outputs. My proposed solution suggests this near-maximum relies on and exists in a lance or plasma or moving proportion of plasma in a state of near mass-efficient conversion into energy and/or potential mass-capable mass. (The Static-Removal Simulation Theory exists in virtual setting this.) &lt;br /&gt;
&lt;br /&gt;
 The theory relies on the conceptually large rank of possible range-capable reactions in terms of plasma conversion via mist or mixing of various unknown elements and mixture heat in a largest theoretical maximum via Elerium 115. Due to time expansion as a relative constant, this would rely on the correctness of the simulated value of said &amp;quot;Plasma Fire&amp;quot; relationship to under-utilize the over-optimized lack of physical agreements in-virtu....&lt;br /&gt;
&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th ==&lt;br /&gt;
 Cydonia by May 29th - This is the initial save I wanted to share with the X-COM UFO Defense community, I did not take the time during the playthrough to take exact snapshots of the initial build in January - April 11th, and used an iterator style save file (on Superhuman) so I had only 10 saves to document this(potentially pretty good) Personal fastest win.&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th Game Analysis ==&lt;br /&gt;
&lt;br /&gt;
 This is the best theory of the game as of 2022 that I have ever considered or encountered, and having made a maiden run which I completed X-COM UFO Defense and defeated the Cydonia Mission on May 29th with 98 Million USD excess fund prior to the mission. &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 I am using various game bugs from X-COM UFO Defense (1994) base version with no Mods. &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 There is only one way to play the game of X-COM UFO Defense, and I will give to you the raw save files!!! &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 It is a strategy called &#039;Laser War&#039;, now let me walk you through it.  Luckily there is such ease of use that it is drag and drop just like in 1994. After this I decided to take many more snapshots of the game but this one only has 10 saves as is normal for a typical X-COM UFO Defense file tree.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 1 : Type 1 ==&lt;br /&gt;
&lt;br /&gt;
I typically name my first file &amp;quot;Type 1&amp;quot; and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it&#039;s 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 2 : Type @ ==&lt;br /&gt;
&lt;br /&gt;
I typically name my second file &amp;quot;Type @&amp;quot; and then let it be the second from the top save throughout the run through. This is a moving iterator I use as the game progresses as a current point as the saves are removed in a 10 save setup. This will be set at the last point in the game as all the files I will send will be complete successful runs. Theory being it was a surviving X-COM race that was then presented on the Internet here, so you can know that they have succeeded and the game is safe to play. This also means that any implied movement that the files present was in fact a successful(or potentially unsuccessful) mission I played in one try with no reloads (unless hardware/software failure). For example if there is an alien base run that got a captured alien commander : I had the items that are present in the save file at the point in time.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 3 - 10 : Date and or Description ==&lt;br /&gt;
&lt;br /&gt;
I typically name my other save files with the date and potentially a description in the game at the point it is saved. I did not organize this one well because I was unprepared for the unreasonable rate of success of this build order, and it made me feel the need to tell the world about this incredible run. I will typically add on the Cydonia tag as well as the date to show when the Cydonia mission was set and completed. On the Cydonia Save file I typically leave all the items for scoring or perspective but I will sell everything but Alien Alloys and Elerium 115 to self score the Excess Fund. In this run I did not sell any alien corpses at all the whole game so you can see the number of Aliens encountered per save.&lt;br /&gt;
 &lt;br /&gt;
This is the BEST game ever not theory practice. Mentioned in depth below. This is a set of game files for X-COM UFO Defense as I have it presented from Steam as a platform. You can just take this and unzip into a directory, then copy and paste these into you local games folder(You can see this on steam on a separate button, of on your local hard drive) You just have to replace this with what is already there in each of the (&#039;SAVE 1&#039; &#039;SAVE 2&#039;, ... ,&#039;SAVE 10&#039; Files in the root directory for Saves (you have to look, just look at the file structure). &lt;br /&gt;
&lt;br /&gt;
I have sometimes noticed some minor bugs in the loading of the files some times, but you only need to restart your X-COM game again if this happens, so that the files will be recognized. I am not a really practiced developer on this type of code, so I can not tell you what changes in the restart but it fixes the 2 issues that I will mention below (known loading problems with a file mismatch that seems to be solved by init x 2 lol).&lt;br /&gt;
&lt;br /&gt;
reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
 &lt;br /&gt;
 File Name : [[File:June-18-2022_X-com_Win-May28th.zip]]&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Base Theory ==&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
I have a very thought through and re-rationalized view of how to place the majority but not all of the bases in X-COM UFO Defense and I will be specific as to why I do this and how come this matters for the run.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 8 Bases Total&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Starting Base : Thule AFB ==&lt;br /&gt;
[[File:Thule AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 This stands for &amp;quot;Thule Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Thule around the world ==&lt;br /&gt;
 Thule around the world. &amp;quot;Thule around the world&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thule is the pivotal and in my experience the best place to be, and to start, in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
There are 3 major advantages:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
1: The arctic Tileset is the easiest to use in the early game due to brightness and the natural use of 1 part paths(paths in ice that must be connected but have broken away pieces of land and ice) that limit random movement into and out of the landed or crashes.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
2: Thule&#039;s tactical movement advantage is apparent due to its presence nearer to the top of the globe making for in effect greater cornering for interceptors that leave from this location vs ranging. It is a tactical advantage but I am not an advanced map user that understands as to why. &lt;br /&gt;
&lt;br /&gt;
 Forget why this is and &amp;quot;Thule around the world&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Just do that.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
3: Thule is especially advantaged by nearness to scattered landmasses and also various slopes that encourage landed UFOs (For some reason?) and also all of the locations in the nearby area are in arctic tiles. This is good because this means the Alien Opponent will not have a good time hiding a building base on your nearby topological zone.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
For reference the Alien computer opponent has different rules in effect than the player, and to build an additional base it needs to move nearby with 2-4 Flying and then landed UFOs which you will see if they are nearby in your sensor range, thus respond or detect the new nearby Alien Base (there can be numerous on the map at one time but may need to be constructed). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The downside of a sneaky base on an unscouted part of a continent you occupy with your first base, due to failure or other factors that the Alien opponent may optimize unevenly. is evident of location like:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
In central Peru or in Western North America, or in Numerous places in disconnected Africa Bases or in south east Asia or Islands near continents.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The structure of this base is built off of the base model that is presented at the first part of the game and is not altered by deconstruction so as not to relay on a disadvantage in game.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Thule AFB : Type 1 ==&lt;br /&gt;
[[File:Thule AFB Type 1-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 2 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Tank/Rocket Launcher ( Transfer in 96 Hours) x 1 Cost Each : $480,000&lt;br /&gt;
&lt;br /&gt;
HWP Rockets ( Transfer in 48 Hours) x 22 Cost Each : $3,000&lt;br /&gt;
&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 4 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 18 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 3 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Electro-Flare ( Transfer in 24 Hours) x 27  Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon ( Transfer in 24 Hours) x 4 Cost Each : $13,500&lt;br /&gt;
&lt;br /&gt;
AC-HE ( Transfer in 24 Hours) x 8 Cost Each : $700&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 8 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 8 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 3 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 6&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: STINGRAY&lt;br /&gt;
&lt;br /&gt;
Weapon 2: STINGRAY&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: STINGRAY&lt;br /&gt;
&lt;br /&gt;
Weapon 2: AVALANCHE&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
Stingray Missile x 25 | Space Used : 10&lt;br /&gt;
&lt;br /&gt;
Avalanche Missile x 10 | Space Used : 15&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
10 Scientists | Motion Scanner | Unknown&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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==Analysis - Thule AFB==&lt;br /&gt;
 The game requires at the first point in the session that you optimize space for your initial incursion response team to locate the first point of contact. There are largely 2 schools of thought but they require you to meet in the middle.&lt;br /&gt;
&lt;br /&gt;
 The two schools of thought are this - Bio or Mech -- this means that you think or an infantry or a supported armored unit and infantry combination. The technique of using solely armored vehicles is necessarily disadvantaged in the terms of X-COM&#039;s use of solely infantry access locations.&lt;br /&gt;
&lt;br /&gt;
 The possible Options are thus : 2 Tanks | 6 Soldiers , 1 Tank | 10 Soldiers , 14 Soldiers due to the SKYRANGER&#039;s maximums. &lt;br /&gt;
&lt;br /&gt;
 This Build uses 1 Tank | 10 Soldiers but as the tech advances and the user gains money it is set up to use 2 Tanks | 6 Soldiers as a permanent mid-game structure prior to researching AVENGER. The Items that the user is missing to make this transition possible (other than money) is primarily the Laser Rifle. But in leu of the Laser Rifle, the teams of 2 Tanks | 6 Soldiers can use Auto-Cannons with AC-HE ammunition primarily. The other item I use is Motion Scanner, this item allows me to distinguish a termed &amp;quot;Squad-Leader&amp;quot; that will take AC-I and a motion scanner in night encounters for vision. You may need to use AC-AP for use inside the UFOs if the user chooses not to handle Rifles for entry. Once the player completes the required tech for both Tank/Laser Cannon and Laser Rifles you can rely on the 2 Tank | 6 Soldiers configuration for Terror Missions (using the Laser War Premise) and for actual craft encounters as they tech to the point of researching Alien Grenades and Personal Armour.&lt;br /&gt;
&lt;br /&gt;
Everything else in the starting inventory that was dismounted or not selected from the initial setup was sold for store space.&lt;br /&gt;
&lt;br /&gt;
 See ** UFOs represented as an Interior Battleground **&lt;br /&gt;
 &lt;br /&gt;
 See ** Number of Tanks vs Infantry in SKYRANGER and AVENGER  **&lt;br /&gt;
== Theory of Use - Thule AFB ==&lt;br /&gt;
&lt;br /&gt;
 The theory of the use of Thule AFB in this, my iteration of the &amp;quot;Laser War&amp;quot; premise in X-COM UFO Defense is key upon the prior point above concerning the need for a 2 Tanks | 6 Soldiers loadout in the early midgame moving into potentially making capture missions a priority or ideally forcing an engagement in alien base assaults.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The need thus revolves around the idea that the cost of armor is high (Read Heavy Weapons Platforms - i.e. Tank/Rocket Launcher as seen above) and because of this the cost of Laser Weapons as a profit source for your X-COM company is essential as a first step.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The reason I provide in terms of need for this premise to be the first correct statement, is that it reduces your potential of losses and allows for easier use of lower rank soldiers in useful combination with statistically static armored units -- in particular the Tank/Laser Cannon, in my position the best and most useful unit or weapon in X-COM UFO Defense. &lt;br /&gt;
&lt;br /&gt;
 This is further the case due to the fact that Tank/Laser Cannon are profitable at cost of above 140% cost of use per engineer.&lt;br /&gt;
 &lt;br /&gt;
 The use of the workshop feature of excess, is best for the high start up cost of the Tank/Laser Cannon and will net you $594,000 for holding the start up cost of $500,000 at point of proof. &lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 These funds are reducible into Engineers at $50,000 , Workshops at $800,000 and Living Quarters at $400,000 to reach theory maximum of 250 Engineers , 6 Living Quarters, and 6 Workshops capable of producing 1 Tank/Laser Cannon every 4 hours exactly.&lt;br /&gt;
&lt;br /&gt;
 Because of this initial need for Laser Weapons as a directive, you want to build the most technically heavy version of the research projects you have available. I choose Motion Scanner here because it has utility throughout the entire game and is a profit producing good that you can use while you are researching up to Laser Weapons. &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 I do not need to go for Medi-Kit as a profit making technology early before producing Laser Pistols and Laser Rifles on the path to the first Tank/Laser Cannon, and therein using this technology to stabilize on the Theory Maximum which implies a lack of usable space on the floor of the initial base, thus forcing expansion or lack of use.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
The build I use in this iteration of &#039;Laser War&#039; is contingent upon a lack of usable time format in terms of researching correctly, I remained on a low number of Laboratory (at 2 maximum) until after the first alien base assault which gained me 2 captured aliens. (Save File &#039;April 11th&#039;) ( Sectoid Leader and Sectoid Commander) This is ideal and in a best possible mode for success which implies that there is an unsustainable advance of research project available after then.&lt;br /&gt;
&lt;br /&gt;
== Alien Base Standard ==&lt;br /&gt;
&lt;br /&gt;
 Standard at point in time of attack April 11th &lt;br /&gt;
 &lt;br /&gt;
 Tank/ Laser Cannon : Lasers, Conventional Grenade, and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien Base Infantry Standard April 11th--June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 My actual limiting factor after the alien base mission is one of research speed as a constant and the cost of time being more relevant than money in terms of Laboratory production. &lt;br /&gt;
 &lt;br /&gt;
 Because of this I relied on a hotelling structure for Engineers or Scientist via Wright-PatAFB to Monument NM to optimize for my underutilization of living quarters in Thule AFB. This was needed to finish the Research and the AVENGER just before the end of May -- Which you can be capable of trying from various points and could potentially improve on a save file to bring the Cydonia mission earlier than May 29th.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Base 2 : Wright-PatAFB ==&lt;br /&gt;
[[File:Wright-PatAFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Wright-PatAFB Stands for &amp;quot;Wright Patterson Air Force Base&amp;quot;&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Wright Patterson is a historic and metered response option on the eastern seaboard all the way into Western-Africa ever since Jets were invented, it is a part of a defensive network of the first 3 bases I put down in the North American Region. These three bases are as follows : Thule AFB, Wright-PatAFB, and Monument NM.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 This provides a 3 part series of movement that can be used in conjunction for overall security of your oldest X-COM base which is statistically more likely to be attacked by intruding UFO.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 1: Intercept Base - Thule AFB covers this range of motion in the defense arc, it is well designed as a basic intercept base to begin with and houses SKYRANGER and at some points( in this case all points) Interceptor for initial ranging and air battles.&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 2: Air Superiority Headquarters - Wright-PatAFB is a functioning Air Superiority HQ because it has a General Stores and Hanger Space for refit and intercept but does not have a need for a SKYRANGER. Air Superiority HQ is capable to hold Soldiers, especially when they are being held to Cydonia for defense of Airfields in depth of Tanks via General Stores, as well as having Alien Containment in case of a mission failing base defense loss for redundancy in depth.&lt;br /&gt;
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 3: Hidden Detection, Shipyards and Engineering - Monument NM is a base that functions in this capacity, in that you make delayed construction on radar to further position the Living Quarters and Workshops around a single Hangar in hopes to quickly and more efficiently transition to theory maximum 250 Engineers to produce a Tank/Laser Cannon every 4 hours. The delay of radar as a constant is in effect limited by ease of construction not fear of detection or reprisal but is a constant in-theory-boundary reasoning.&lt;br /&gt;
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&lt;br /&gt;
== Cydonia Standard and Orient==&lt;br /&gt;
 Final Alien Encounter Counts - note only 3 Mutons encountered. &lt;br /&gt;
 &lt;br /&gt;
 [[File:Final Alien encounter Count.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Standard at point in time of attack on Cydonia May 28th&lt;br /&gt;
 Note no Plasma-- &lt;br /&gt;
  &lt;br /&gt;
 I did research Heavy Plasma but not Heavy Plasma Clip to increase my firepower from disarmed foes after landing in Cydonia underground.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cydonia Standard.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Cydonia Setup and Orient&lt;br /&gt;
&lt;br /&gt;
 2 Tank/Laser Cannon : 18 Soldiers : Lasers, Alien Grenades, and Power Armor&lt;br /&gt;
&lt;br /&gt;
 [[File:Cydonia Orient and setup.PNG]]&lt;br /&gt;
== Base 3 : Monument NM ==&lt;br /&gt;
[[File:Monument NM Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Monument NM stands for &amp;quot;Monument, New Mexico&amp;quot;&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Monument NM is a covert ship building platform, that is your main source of 2nd base engineering cause, which relies on the need for a technical and well thought through expansion pattern. There is a common obvious problem in base building that there are not any available open surfaces to build across from and thus locked out from building. This is helped and intermittently solved by the symmetry of a Living Quarters vs Workshop :&lt;br /&gt;
&lt;br /&gt;
 Living Quarters || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || Build time in days 32&lt;br /&gt;
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&lt;br /&gt;
By my metric that this is a hidden underground install of a minor engineering effort as a prospect of ignorance, Monument NM is an engineering base used as a tank-factory in specific and should be visional and obscure but protected in its: &lt;br /&gt;
 1 - Narrow entry&lt;br /&gt;
 2 - Surrounded hangar&lt;br /&gt;
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== Base 4 : Pretoria ==&lt;br /&gt;
[[File:Pretoria Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Pretoria &amp;quot;Pretoria&amp;quot; meaning exactly is a region not a cause.&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Use of this location is mostly sensory area and closeness to a major area I can recall. &lt;br /&gt;
 &lt;br /&gt;
 Used at the end of the game for stores that I placed the alien technology into for scoring.&lt;br /&gt;
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== Base 5 : Pine Gap SB ==&lt;br /&gt;
[[File:Pine Gap SB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Pine Gap SB stands for &amp;quot;Pine Gap Sensor Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Pine Gap is usable as a forward use intercept base and sensor area. Pine Gap SB is mostly used for housing covered Light Fighters and potentially can be expanded later in game if you can produce Lightnings for early retrieval via teams with Blaster Bombs and roof entry - with Motion Scanners/ Flying suits. &lt;br /&gt;
 &lt;br /&gt;
 At the end of the game (May) I was producing Laboratory for final tech advance.&lt;br /&gt;
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== Base 6 : Stuttgart AFB ==&lt;br /&gt;
[[File:Stuttgart AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Stuttgart AFB stands for &amp;quot;Stuttgart Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stuttgart AFB is a revival base that is useful as an early fallout revival plan if you lose your first base. &lt;br /&gt;
 &lt;br /&gt;
 It is set up as a bare bones intercept base that you can build heavier as a 2-4 Hangar Intercept and infantry base or a 1-2 Hangar heavier infantry and training center with psi-labs, due to the lack of overhead in terms of space of the initial base set up (3 Hangars, Laboratory and Workshop)&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stuttgart AFB is useable like a revival base as an intercept companion base that can handle terror missions or lone supply ships that can lead to an alien base attack if needed.&lt;br /&gt;
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== Base 7 : Mumbai AFB ==&lt;br /&gt;
[[File:Mumbai AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
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 Mumbai AFB stands for &amp;quot;Mumbai Air Force Base&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
 This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.&lt;br /&gt;
 &lt;br /&gt;
 I used a basic radar base with General Stores and 2 Hangars as a typical basic design.&lt;br /&gt;
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== Base 8 : Korea ==&lt;br /&gt;
[[File:Korea Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
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 Korea &amp;quot;Korea&amp;quot; meaning exactly is a region not a cause.&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.&lt;br /&gt;
&lt;br /&gt;
I used a basic radar base with no General Stores but Alien Containment for live alien storage and 2 Hangars as a typical basic design.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Interesting X-COM UFO Defense Production and Engineering tips and Personal Strategy for Bases ==&lt;br /&gt;
 - I have a personal evolving theory of use on all the Base locations in X-COM UFO Defense structured around the approximate location of Pituffik Airport in Pituffik, Greenland. &lt;br /&gt;
 &lt;br /&gt;
 I am also an avid youtube video watcher about theories of math and science, ecology and biology, military history and production of goods during times of warfare-- as well as videos and interviews about various UFO installations and former employees from the position of a person who likes Sci-fi and Physics/Graphics/Mathematics/Pharmaceutical Chemistry/Psychiatry and Psychology/Computer Science and Spirituality or Religions etc.&lt;br /&gt;
== I think I broke the metagame... ==&lt;br /&gt;
&lt;br /&gt;
 Looks like if you use all of these tricks extensively there are some really interesting ways to play X-COM UFO Defense in 2022 on Windows that I have never seen anyone point out. Enjoy, but give me love internet: pancakes are not free(8.75USD! per 5lb).&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 1 : Type 1 ==&lt;br /&gt;
&lt;br /&gt;
I typically name my first file &amp;quot;Type 1&amp;quot; and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it&#039;s 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 2 - 10 : Date and or Description ==&lt;br /&gt;
&lt;br /&gt;
I typically name my other save files with the date and potentially a description in the game at the point it is saved.  &lt;br /&gt;
&lt;br /&gt;
I have sometimes noticed some minor bugs in the loading of the files some times, but you only need to restart your X-COM game again if this happens, so that the files will be recognized. I am not a really practiced developer on this type of code, so I can not tell you what changes in the restart but it fixes the 2 issues that I will mention below (known loading problems with a file mismatch that seems to be solved by init x 2 lol).&lt;br /&gt;
&lt;br /&gt;
reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Free Tanks ==&lt;br /&gt;
&lt;br /&gt;
 Available Tank/Laser Cannon in surplus at May 28th : 51&lt;br /&gt;
 &lt;br /&gt;
 [[File:Tanks Stores at May 28th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 1st - Use of the Workshop feature that allows the user to get workshop production without start-up cost ( both USD cost and materials ) IF the user has the cost and workshop space prior to production, and instead of incrementing either counter on the workshop screen ( engineers or units to build ) exits to the sub-menu.&lt;br /&gt;
  &lt;br /&gt;
 Step 1&lt;br /&gt;
  &lt;br /&gt;
 [[File:Free Tank step 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 User then returns to the item to be produced and sets the unit value up to 1 and adds engineers to build it. You will get the first increment unit for free but can continue from there if you want more at cost. &lt;br /&gt;
 &lt;br /&gt;
 Step 2&lt;br /&gt;
 &lt;br /&gt;
 [[File:Free Tank step 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Step 3 &lt;br /&gt;
 &lt;br /&gt;
 [[File:Free Tank step 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This is an increment bug on a UI element not a break or an exploit which was shipped to production 3 or more times (1994).&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 == Use of Sale in Research and Multi-level Usage of Research Project Material ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Available Research vs Stores 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 If you didn&#039;t already know about this you can set up all your research projects like the Workshop bug, by clicking through you can set them stabily open and either sell or transfer the units of research project material to another scientific Laboratory location.&lt;br /&gt;
&lt;br /&gt;
 [[File:Available Research vs Stores 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You can even go so far as to say that the ordering of the research is component driven and specifically important in its permeative significance. The list is always in the same order at max research projects in terms of value. For example Laser Weapons will always appear on top, making it easy to believe it is important or should be researched earlier.&lt;br /&gt;
&lt;br /&gt;
== Light Fighters ==&lt;br /&gt;
 2nd - Light Fighters: This is the use of a bug that seems to be that if the user has an air unit that is rearmed and refueled, it can be transferred to another location with another hanger and it will be set 0% fuel for the rest of the game -- until it is told to return to base for repair or rearm. &lt;br /&gt;
&lt;br /&gt;
 [[File:Light-Fighters 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I call this Light Fighters because it could be done conceptually with (...lots of legwork...) that the fighters could constantly cover the light side of the planet Earth in X-COM UFO Defense as time went on and wash over intercepting at will and potentially covering for sight on bases in maximized movement patterns at cost of user clicks and no refuels.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Light-Fighters 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
This is a simple technical reality that will occur in every game which is an exploit which was shipped to production 3 or more times (1994).&lt;br /&gt;
&lt;br /&gt;
 [[File:Light-Fighters 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
In reality fast AVENGER is the quickest and best way to open into mass light fighters because then you will have no need for higher tech engineering&lt;br /&gt;
&lt;br /&gt;
vs Cost benefit-adding or profit-curve dynamic production.&lt;br /&gt;
&lt;br /&gt;
 Fastest to date AVENGER (trying this build 2 times so far) April 12th&lt;br /&gt;
 &lt;br /&gt;
 Datestamp of assumed position in time : April 12th 11:06&lt;br /&gt;
 &lt;br /&gt;
 [[File:AVENGER Complete.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 View of the base at time : April 12th 11:06&lt;br /&gt;
 &lt;br /&gt;
 [[File:AVENGER Complete Thule Base.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 3 Variants of the Covered Light Fighter Housing&lt;br /&gt;
 #1&lt;br /&gt;
 [[File:Covered Light FIghter 1.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 #2&lt;br /&gt;
 [[File:Covered Light FIghter 2.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 #3&lt;br /&gt;
 [[File:Covered Light FIghter 3.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 A Geometric take in Monument, with no UFO activity.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Monument take 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 In the Ultimate Late Game : May 8th 20:14 &lt;br /&gt;
  &lt;br /&gt;
 [[File:Ultimate Late Game Timestamp May 8th.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 5 Variants of Late Game Covered Light Fighter Hanger space&lt;br /&gt;
 &lt;br /&gt;
 #1&lt;br /&gt;
 [[File:Ultimate Late Game Type 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #2&lt;br /&gt;
 [[File:Ultimate Late Game Type 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #3&lt;br /&gt;
 [[File:Ultimate Late Game Type 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #4&lt;br /&gt;
 [[File:Ultimate Late Game Type 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #5&lt;br /&gt;
 [[File:Ultimate Late Game Type 5.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Monument&lt;br /&gt;
 [[File:Ultimate Late Game Monument NM.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Light Fighters Save Files ==&lt;br /&gt;
&lt;br /&gt;
 Formation and Horizon scanning technique&lt;br /&gt;
&lt;br /&gt;
 These are all save file trees for X-COM UFO Defense, Be sure you clear your save files folders so you don&#039;t have weird overlap, you can always just fill the folders with no data to clear them and the X-COM Game will build the files when you need them in a usual save file next time you save like in a blank install.&lt;br /&gt;
 &lt;br /&gt;
 [[File:May Light Fighter Formations Part 1.zip]]&lt;br /&gt;
 [[File:May Light Fighters Formations Part 2.zip]]&lt;br /&gt;
 [[File:May Light Fighter Horizon Part 1.zip]]&lt;br /&gt;
 [[File:May Light Fighter Horizon Part 2.zip]]&lt;br /&gt;
&lt;br /&gt;
== Laser War Save Files ==&lt;br /&gt;
&lt;br /&gt;
 Continuity save trees for the early game prior to the situation above&lt;br /&gt;
 &lt;br /&gt;
 [[File:January - March.zip]]&lt;br /&gt;
 [[File:March - April.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 1.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 2.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 3 - May 1st.zip]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
 3rd - Minor bug that will sell engineers if they are over 250 but it is a loss as a player to use it and it was accidental.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
There might be more minor ones that do not seem important but this is all I can remember at this point in time.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Theory of Metagame and Research ==&lt;br /&gt;
Because I forgot to take snapshots for this run for the first 3 months I will have to explain here while I finish the current run I am creating beyond this one. &lt;br /&gt;
&lt;br /&gt;
I plan to show Screenshots of specifics of tech movements in the early game and Battlescape Laser War strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Laser Weapons in X-COM UFO Defense are special because they fire in X-COM Unit exclusive 3 shot vector groups. The advantage I am describing is use of Autoshot for both the Laser Pistol and Laser Rifle, These are X-COM specific weapons, and they have the smallest Time Unit usage per Autoshot(fires 3 shots in a Vector group) of any class of X-COM capable weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 This is a core principle of Static-Removal Simulation Theory: &#039;The amount of length to the user is continuum on the context at large&#039;. &lt;br /&gt;
&lt;br /&gt;
The idea is that because of the conditions that the alien opponent&#039;s soldiers are under constraints in terms of tactics (material constraints in the game logic and operating system), showcases that the X-COM User is drawing from a larger set of simulative possible advances in their viewpoint on vector as aiming in a larger material context.&lt;br /&gt;
&lt;br /&gt;
 This proves out the dichotomy between X-COM Units and Aliens in terms of tactical advantages in tech and in my mind and more importantly - personal existential theory between individuals in either condition.&lt;br /&gt;
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 The Dichotomy is this : X-COM uses Lasers, Aliens are in the Plasma War and are enamored with &#039;Plasma Fire&#039; on a Society level&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
I invite you to look around the prepared pages on this website concerning the Stats and Damage for various weapons and armor so you can familiarize yourself with the weakness and positives from a damage point standpoint of either tech types&lt;br /&gt;
&lt;br /&gt;
 (Conventional-&amp;gt;Laser vs. Plasma).&lt;br /&gt;
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 Laser Weapons Class has lower damage per shot in terms of penetration, but maintains damage over range and has the maximum shots per turn per soldier. In addition if you use alien alloys to build armor of any kind you gain very large defensive benefits when fighting X-COM vs X-COM in terms of mind control or panic. Laser Pistols in particular are very low DPS vs X-COM in armor and a soldier can usually survive 5 or more shots point blank without being incapacitated.&lt;br /&gt;
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 These advantages in combination with the Tank/Laser Cannon are useful mostly in terms of cover and longevity of the correctly oriented Laser Range as a material orientation of warfare in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 The advantage of a Laser Range is that you as a larger context argument are capable of ranging your accurate movement into the surrounding area beyond what you can see and expect or preempt the movements of a set group convention. &lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Range 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Laser Range is opposable and can be used indirectly to reduce cover from a safe orientation and range vs indistinct stragglers. &lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Range 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
By spreading behind the moveable cover of the Tank/Laser Cannon you can effect fire down range in effect limiting your own movement but reducing the comparable cause in cover as a concept. The X-COM User has ultimate cause of mission and correctness in terms of firing orders, and can in some ways correct the ranging in accuracy by using accuracy lensing ( this is intentionally removing the targeting reticule from the assumed target and placing it one square before them, or in a more complicated alter lensing.)&lt;br /&gt;
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&lt;br /&gt;
 Use of these ideas imply that the Laser Weapons curve is the strongest capable plan vs obstacles and human-made structures in X-COM UFO Defense because it relies on you as an instantaneous context of individual-actor vector grouping in arrangement : side by side vs your stasis of the outer-war concept of &#039;Plasma Fire&#039; as a simulation boundary in continuity with your standard outside of the iso.&lt;br /&gt;
&lt;br /&gt;
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This topic of using self in use to aid in confinement and stasis of the simulated &#039;Plasma Fire&#039; certainty as a tech curve as you simulate into the final sequences in X-COM UFO Defense is a self directed and overweight process. Iconic aside to the correct usage of Laser Weapons implies that you use the advantages personally and provide further range through destruction of obstacles. These techniques as context are contextually related to higher outer reasoning in terms of game tactics and outer-world vector grouping. This advantage is iconic of the Laser Weapons Class in terms of range movement as a practicum of cover fire with reduction of &#039;cover over concept&#039; as a winning side argument in embankment and design of architecture.&lt;br /&gt;
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Herein lies the fundamental difference in sequence tune logic the aliens and the X-COM soldier in terms of &#039;individual fanatic&#039; a.k.a category insane units vs ranging -- (read individual person soldier that uses direct curve logic to tune technological expansion. The logic of the game lore dictates that the prior arguments are in effect and the technology that is taken from the aliens is known to them at time.) As the user causes the X-COM to advance technologically they have entry in a larger argument schema. This allows the user to category in a larger sense the use patterns, inventory, and tactics of the carrier soldiers as they technique advancement via &#039;their eyes&#039; philosophy. The opponent as a person soldier is disconnected, they will cover in pairs of symmetry not absolute tactic design. This is inherit on the basic game logic and paper design of scoring and player changes in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
 THIS IN FACT IS THE PLASMA FIRE&lt;br /&gt;
&lt;br /&gt;
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As you encounter the alien soldiers on the UFO landed and crash sites, they approach with point of force consistent with a standard setting metric. The fact that &#039;Plasma War&#039; aliens are encountered at large as an entry encounter is showing that the techniques of the soldiering have already approximated the Conventional Weapon Class&#039;s skill. In comparison you can abstract the reasoning of a 2 -3 digit integer in terms of manifold judgement on width of platforming.&lt;br /&gt;
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== Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction&#039;s basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction ==&lt;br /&gt;
&lt;br /&gt;
I wish to further purpose a following addition to the initial theory to keep my points abstract and person-oriented in terms of depth, please do not think this is a statement about reality but about theory in abstract via general examples of entertainment and sci- fi culture;  &lt;br /&gt;
 &lt;br /&gt;
 [[File:Gi as light capture devices in Covered light G. GI.PNG]]&lt;br /&gt;
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 All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; &amp;quot;BattleTech(2018)&amp;quot; &#039;StarCraft 2&amp;quot; &amp;quot;Grey Goo&amp;quot; &amp;quot;StarCraft : Brood War&amp;quot; and &amp;quot;RED ALERT 2&amp;quot;, all products of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. &lt;br /&gt;
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 Now I&#039;m not a Particle Physicist...But I have some pretty weird game related ideas about &#039;Material-Wedge Dynamic&#039; As a political warfare reasoning in an advance topic as a reasoning-of-theory-specific Advanced Races &#039;point-out&#039; in Video Games available in 2022 (in effect)with what is presented above.&lt;br /&gt;
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 The next premise requires some background as a concept for people that have no experience in certain exact representations in terms of theme and tune of emotion and Design as artistic output that I am personally aware of and are esoteric and secondary to the point at large:&lt;br /&gt;
&lt;br /&gt;
 These are all maps for games you may not be aware of that have multiple players per use of the map, these players being either Computer Opponents or Human players by design(1 or all). I will mention the name of the game in question, then the map(if there is one) and then the link to the 3rd party site you may visit if you wish on where I am referring to: this is a point of time search so the links may decay as time goes on.&lt;br /&gt;
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 StarCraft 2 (2010) : Maps - &lt;br /&gt;
 Abyssal Reef LE https://liquipedia.net/starcraft2/Abyssal_Reef_LE&lt;br /&gt;
 to a lessor extent &lt;br /&gt;
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 King&#039;s Cove LE,&lt;br /&gt;
 https://liquipedia.net/starcraft2/King%27s_Cove_LE&lt;br /&gt;
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 and Bel&#039;Shir Beach &lt;br /&gt;
 https://liquipedia.net/starcraft2/Bel%27Shir_Beach&lt;br /&gt;
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 Grey Goo (2014) : Maps -&lt;br /&gt;
 2 Maps 1 Called &#039;Lost Plains&#039; I can not find even a good picture of and to a lessor extent maybe one in newer map pack called&lt;br /&gt;
 &#039;Canyon&#039;(this is not a great example, but the blue green yellow, ore placements and geysers have a similar color I was trying to point out:  are clearest in the thumbnail images on product website below)&lt;br /&gt;
 https://www.greybox.com/greygoo/en/info/features/map-pack-1/&lt;br /&gt;
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 Image Concepts that I can not provide:&lt;br /&gt;
&lt;br /&gt;
 StarCraft Brood War (1999) - &lt;br /&gt;
 The image of the Protoss Campaign info screen at tutorial distance with spoken introduction by the Characters in the Original StarCraft ( not Brood War, I just mention it for consistency as a standard due to superset overlap)  - The look of the &#039;post-clear&#039; weapons efficiency war power as a movable galaxy spanning armada.&lt;br /&gt;
&lt;br /&gt;
 BattleTech (2018) - &lt;br /&gt;
 Jungle Biome - if you look at this there is a similar coastal theme in terms of warm blue and rocky outcrops that look clean in volume and low in disrepair vs the destruction context or &#039;Human or Terran-like&#039; Tech species as advance of modern Mechanized Bi-pedal Warfare in topic BattleTech (2018).&lt;br /&gt;
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 The other 2 references are apparent in the title at &#039;Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction&#039;s basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction&#039;&lt;br /&gt;
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== X-COM UFO Defense with/vs. Red Alert 2 &#039;Light Specific Alloy&#039; Theory Reasoning ==&lt;br /&gt;
&lt;br /&gt;
 This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft &#039;Races&#039; to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow &#039;power-option&#039; flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.&lt;br /&gt;
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 The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor interior.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Include a theory at present related to this:&lt;br /&gt;
 &lt;br /&gt;
 There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.&lt;br /&gt;
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 If you consider that in all of these examples there are character physics models of average &#039;Hero&#039; Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a &#039;Human User&#039; is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.&lt;br /&gt;
 &lt;br /&gt;
 You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of &#039;men&#039; thus &#039;lightmen&#039; as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).&lt;br /&gt;
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 If you think like a new-age hippie or someone corrected in science as a woo-science &#039;foodie&#039;, you might consider yourself in line with the Carl Sagan &#039;we&#039;re made of star stuff&#039;. &lt;br /&gt;
 &lt;br /&gt;
 This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact &#039;lightmen&#039; in personal form, although shielded by geologic biologic format on top of said democracy light as an object.&lt;br /&gt;
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 So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: &lt;br /&gt;
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 that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in &#039;disguise&#039; but in virtue &#039;real&#039; as a format of your average decision-making orthodoxy in &#039;obvious cultural terms&#039; : &amp;quot;your take on life&amp;quot;.&lt;br /&gt;
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 This becomes an obvious downgrade idea about interior space as a dynamic...don&#039;t be a dry academic and just consider---&lt;br /&gt;
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 The theory of lightman politics as a concept abstraction of &#039;Light Specific Alloy&#039; Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific &#039;lightman&#039;.&lt;br /&gt;
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 This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say &#039;reproducible&#039; in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from &#039;inside&#039; &#039;into&#039; &#039;the outer&#039; &#039;universe&#039; from a ray spectra..(maybe that&#039;s wrong with#fuzzyNumbers).&lt;br /&gt;
 &lt;br /&gt;
(link for people who are not in line with this &#039;next level bureaucracy&#039; -&amp;gt; this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)&lt;br /&gt;
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== Continue on to Format Logic given reduction of math-to-humor regarding Interior Light as a vector grouping ==&lt;br /&gt;
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 The idea that an unarmored group in logic as a standard along 2-D height among several pair prototype meta games in exodus via &#039;large set apparent&#039; and subset( &#039;X-COM UFO Defense&#039;(1994) and &#039;RED ALERT 2&#039;(2000) ) is personal in depth but schematically abstract-apparent in usage as a nexus concept of reason:&lt;br /&gt;
 &lt;br /&gt;
 As you see from the Idea of Depth in terms of a valid constructive armor(no subtype) that relies on an inner drive and individual representation of overall worker-warfare in terms of the concept of a X-COM Soldier with the Unarmored type of &#039;Coveralls&#039; and G.I. as a unit drive of &#039;species&#039; (Let me explain this term in next sentence) lightmen or a given type as abstraction in reference to large set ((G.I. and Guardian G.I),(X-COM Soldier and Individual Personal Armor per Deploy)).&lt;br /&gt;
&lt;br /&gt;
 The Idea of species in text term of a compound interest statement &#039;species of lightman&#039; is a term boundary that exists in American English : this is the idea that any thing you can change will alter the species of &#039;lightman&#039; further used in this example as X-COM Soldier. &lt;br /&gt;
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For example you may have two species of &#039;X-COM Soldier&#039; that rely on additional game data to allow you to see the type of ammunition on Heavy Cannon(in X-COM UFO Defense 1994) is color and type coded to the visual user. Of potentially many occurrent examples, you could have color morph as primary concept in that they could have a matte or metallic mixture of color patterned light in any occasion set size.&lt;br /&gt;
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 This is in effect happening any time that the advancement of a game allows for additional &#039;skins&#039; or &#039;textures&#039; for use outside of option laws of a certain negative in terms of term boundary &#039;Standard Setup and Keybindings&#039;. &lt;br /&gt;
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Any change whether they be gameplay specific or obtuse per environment allows the change of a lightman to a (&amp;quot;light man species&amp;quot;:&amp;quot;lightman species&amp;quot;).&lt;br /&gt;
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 The Idea is that the theory specific lightman politics and enterprises are in some ways academically located in an accuracy from a judgement-by-deception-benefit that the Game Producers and Storyline Authors will manage as a team effort at one point initially. The idea is that by pulling the interior light outwardly if you will the armored compound concept reasoning is counter-effective in mass from the opposing counter located force per side.&lt;br /&gt;
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 In effect Armor is generated by direction (in potential opposite or opposition) as a counter effect of greater &#039;lightman mass&#039;. The idea is that as a lightman is generated it does not have a differential type grouping, type as standard as another besides ordering(seen both ways as &#039;issuance&#039; and sequence vs. consequence). You can see this in the StarCraft 2 Marine Quote : &amp;quot;You ever notice that nobody ever comes back to the barracks?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 The idea is not constant and can be a benefit based on use of the object lightman as a user in flow of control as well as on top game logic of progression or advancement. You can see that the X-COM Soldiers make adequate advancements of their ability based by use, and are profit driven, and progress oriented as they progress to X-COM Soldiers with Personal Armor.&lt;br /&gt;
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 You can see the abstraction as a set of steps in the tutorial given above to exact the move into Personal Armor. This is all talking about straight-through-runs and not reloads for optimization or space saving.&lt;br /&gt;
 In context the G.I. and Guardian G.I. are also in abstraction in terms of cost: &#039;Guardian G.I.&#039; being more expensive. But if you see the representations in terms of game engine driven by shutter speed in X-COM and is step-wise turn based. RED ALERT 2 being a true constant RTS designed past the point of StarCraft BroodWar&#039;s development, there is a similarity as the use of both in time necessitates : the more armored version Guardian G.I. as a complete stand alone class that exists and is generated in 1 step unlike the slower piecemeal advancement of Standard as a material object in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
 I hesitate to explain but want to point out the similarities in Armor as a continuum in basic practice in:&lt;br /&gt;
&lt;br /&gt;
 1: Red Alert 2 | Infantry ( G.I. -&amp;gt; Guardian G.I -&amp;gt; IFV(Infantry Fighting Vehicle)) Tank |&lt;br /&gt;
 &lt;br /&gt;
 2: X-COM UFO Defense | X-COM Soldier(Personal Armor -&amp;gt; Power Armor -&amp;gt; Tank/Laser Cannon) X-COM Tank |&lt;br /&gt;
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 Ultimate truth 1 liner is: &#039;the armor is produced by the sheltered light among the sheltered lightman as they generate armor&#039;&lt;br /&gt;
&lt;br /&gt;
 Personal Armor is really quite useful all game and is an effective investment vs all types of person soldier and tank soldier Aliens.&lt;br /&gt;
 &lt;br /&gt;
 You can see it like an embankment battlefield architecture much like the Tank/Cannon depicted colloquially as moving embankments.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 They shift in mass and are best in front line fighters in case X-COM Soldiers.&lt;br /&gt;
 Notice that when a unit wears the Personal Armor the look the same from the game view --but not the inventory screen-- as a brown haired orangish tan, maybe caucasian man depicted from there on as an abstraction of basic armored soldier.&lt;br /&gt;
&lt;br /&gt;
 They typically can survive 1 shot at least of Plasma Weapons as an indeterminate Class(in terms of Fog-of-War obfuscation).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th 2 of 2.PNG]]&lt;br /&gt;
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== X-COM UFO Defense with/vs. Red Alert 2 &#039;Light Specific Alloy&#039; Theory Reasoning ==&lt;br /&gt;
&lt;br /&gt;
 This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft &#039;Races&#039; to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow &#039;power-option&#039; flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor interior.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Include a theory at present related to this:&lt;br /&gt;
 &lt;br /&gt;
 There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.&lt;br /&gt;
 &lt;br /&gt;
 If you consider that in all of these examples there are character physics models of average &#039;Hero&#039; Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a &#039;Human User&#039; is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.&lt;br /&gt;
 &lt;br /&gt;
 You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of &#039;men&#039; thus &#039;lightmen&#039; as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).&lt;br /&gt;
 &lt;br /&gt;
 If you think like a new-age hippie or someone corrected in science as a woo-science &#039;foodie&#039;, you might consider yourself in line with the Carl Sagan &#039;we&#039;re made of star stuff&#039;. &lt;br /&gt;
 &lt;br /&gt;
 This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact &#039;lightmen&#039; in personal form, although shielded by geologic biologic format on top of said democracy light as an object.&lt;br /&gt;
&lt;br /&gt;
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 So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: &lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in &#039;disguise&#039; but in virtue &#039;real&#039; as a format of your average decision-making orthodoxy in &#039;obvious cultural terms&#039; : &amp;quot;your take on life&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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 This becomes an obvious downgrade idea about interior space as a dynamic...don&#039;t be a dry academic and just consider---&lt;br /&gt;
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&lt;br /&gt;
 The theory of lightman politics as a concept abstraction of &#039;Light Specific Alloy&#039; Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific &#039;lightman&#039;.&lt;br /&gt;
&lt;br /&gt;
 This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say &#039;reproducible&#039; in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from &#039;inside&#039; &#039;into&#039; &#039;the outer&#039; &#039;universe&#039; from a ray spectra..(maybe that&#039;s wrong with#fuzzyNumbers).&lt;br /&gt;
 &lt;br /&gt;
(link for people who are not in line with this &#039;next level bureaucracy&#039; -&amp;gt; this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)&lt;br /&gt;
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== Theory of International Navying vs Space Infantry as a Landmass Politic ==&lt;br /&gt;
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As in X-COM UFO Defense there are other pop culture references :&lt;br /&gt;
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 (StarCraft - Protoss Carrier vs Interceptor : Infantry Marine) &lt;br /&gt;
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 (Star Wars Rebel Space-fighting paradigm as a tactic in space vs International Navy) &lt;br /&gt;
&lt;br /&gt;
 (Landmass as a moving concept of will-of-simulation in X-COM UFO Defense) &lt;br /&gt;
of the topics and topics I wish to describe as &#039;International Navy&#039;, &#039;Space Infantry&#039;, and &#039;Landmass&#039;.&lt;br /&gt;
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== Theory of International Navy Policy Type ==&lt;br /&gt;
&lt;br /&gt;
 The idea exists that an advantaged type of person soldier in midst would become further engaged in similarity processes and become further encumbered by stasis and stance change logic. In effect if Type battling person soldiers exist as they do in X-COM UFO Defense for example == Mutons vs X-COM Soldiers == There would in some ways be an effect-mentioning curve that would meet in policy dispersal into the surrounding cloud of meta-game-theory person soldiers in context that exist of said argument.&lt;br /&gt;
&lt;br /&gt;
 The concepts are at play in the Star Wars reason for rebelling vs an overarching Navy of indiscriminate size and complexity; As well as in the Protoss Space infantry superiority in Interceptors vs Terran Marines as a lost type battle on Terran side or encumbering ground logic. The idea that in terms of X-COM UFO Defense there are more destructive weaponry and armaments from the very beginning on January 1st, shows this dispersal and divide pattern in terms of effective use as a undone efficiency mechanic for profit driven professional warfare -- from an artifact-race standpoint in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
 The advantage divide is pivoted in some sense locally in the future effect curve of the Blaster Bomb technology in terms of free move via the effect boundary in distance of near-maximum effect fire relationship via/vs. actor(X-COM). This is also effected by the constant move of Mind Probes, Small Launchers, And Plasma Pistols: &lt;br /&gt;
&lt;br /&gt;
 Mind Probes are a basic scouting and harass mechanism, for the ability the surviving unit has n terms of tactics war-frame budget in an effect distance.&lt;br /&gt;
&lt;br /&gt;
 Small launchers and (type)grenades are overly effective at mass in depth across groups even in armor of some types.&lt;br /&gt;
&lt;br /&gt;
 Plasma Pistols are the most (mentally) expensive best option for a 1 unit inventory design with armor, very high damage relationship vs (type)armor of all types over time, vs Elerium cost component of clips as a constant use.&lt;br /&gt;
&lt;br /&gt;
This makesdecent sense as a connection in &#039;my eyes&#039; to Navy vs &#039;Space Infantry&#039;. I see that the Sectoid is the alien person soldier that you encounter first in X-COM UFO Defense. In terms of all these things that you see at the first encounter as the Alien is initially optimized in a Navy or fleet configuration due to lack of effect. The idea revolved around the idea that based on the number of person soldiers in a X-COM encountered craft, there are files of types that auto-generate based on the depth and size of the effect outcome. &lt;br /&gt;
&lt;br /&gt;
 If you look at the Small Scout, it can have Navigators, Engineers, Medics, and Soldiers but not Leader or Commander.&lt;br /&gt;
 &lt;br /&gt;
 This is in effect the grouping that is evident in the type small of a low level sub-system from a Reticulan Continuum model of your behavior in teams against the factor of flavor inside your right-arc politic.&lt;br /&gt;
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 The idea is that all grouping it has is optimized for the idea it has of a &#039;Plasma War&#039; vs the encounter you have as a User vs it on context above.&lt;br /&gt;
&lt;br /&gt;
 If you look beyond onto the larger UFOs like Abductor and Harvester up to Terror Ship and even Supply Ship the user will encounter more Navigators and Leaders but not until &#039;Battleship&#039; can you encounter a Commander. &lt;br /&gt;
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 With this in mind you can comply with the feeling that the ideals of the entity (Sectoid) in the Reticulan Continuum vs you, it will allow you to glean or grok the knowledge needed to apply this grep typing as a factor of importance in it&#039;s factor-society. &lt;br /&gt;
&lt;br /&gt;
 The idea basically comprises that you will see mostly Soldiers, Navigators, Medics, and Engineers ((Commander as abstraction)) vs &lt;br /&gt;
&lt;br /&gt;
 X-COM&#039;s abstraction of Soldiers, Airmen, Engineers, Scientist, and ((Tactician as abstraction))&lt;br /&gt;
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 You as a team are in effect encountering non-effected grouping in the authority curve of a professional autonomy, via yourself in &#039;Innervex&#039; comparison : &#039;Innervex&#039; is a true comparison derived by the context grouping vs type itself. The idea is that in a dual comparison the re-grouping would abstract in a directed pivot but the advantages would be person-evident and orient.&lt;br /&gt;
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So this follows up as the first take of &#039;them&#039; as Navy in orientational grouping and mainly derived in Navigation at net-benefit maximum. It would also follow that the 3 items above would be non-effected re-grouping and in effect more profit oriented as a result of its non-effect status in interior grouping standoff standpoint &#039;initial&#039;.&lt;br /&gt;
&lt;br /&gt;
 As the game advances they move steadily into other races with advantages, and also Plasma Rifle, Heavy Plasma and Blaster Bomb***(effect theory curve))&lt;br /&gt;
 &lt;br /&gt;
 In effect you can see this as a direct continuum in response of depth-of-orient Navy group space-and-land battles vs a grouped &#039;Space Infantry&#039; package from X-COM&#039;s Units and Technology in Laser War Premise regarding X-COM UFO Defense (1994).&lt;br /&gt;
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==Theory of &#039;Space Infantry&#039; as a &#039;Landmass Politic&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 The need for an outside prism of context as a statement is unknown to the visual user. This similarity of the world at 400m by 400m range is specific and advantaged as in the isometric representation via X-COM UFO Defense (1994). &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 The need for advantaged vector calculation vs a statistic opponent with rated advantages that had been constant since release (1994). &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 (In my words I call this a &amp;quot;falling stack&amp;quot; AI, because it falls through tollgates using a formed calculation barrier and ongoing updates via a programatic incrementally implemented scoring system.)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ( This AI is not incurring ongoing change in any real regard but it has sense in depth of minor data storage and is in effect capped by inflexible game-engine constraints.)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 (The AI movement is specific to it, and in effect is propped up by the actual work from the design team and implementation of art as well as the specific game rules and engineering effort made to represent this topically to the user.)&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
In X-COM UFO Defense, this concept can be abstracted into the depth of the voxel group isometric areas that you engage the aliens in (BattleScape), and also the abstractions onto the gameboard representations of the Geoscape and Base areas.&lt;br /&gt;
&lt;br /&gt;
 &#039;Landmass&#039; in this context refers to the similarity in structure on a scheme. In this example :as Greenland in X-COM UFO Defense --- over a period in time as a moving set of subset snapshots via an ordinary-bounds-movement that is simulated in series, in sequence, over parallel unit distance pairs through virtual &#039;Plasma Fire&#039; relationship AND real-world dual-sided constraints in an ordered continuum subset.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The idea is that you will encounter non-effect grouping and when it is explored or defeated, you gain a further cause benefit from the effect-capable increasing. &lt;br /&gt;
&lt;br /&gt;
A X-COM Unit race grouping that is bounded by re-grouping on the every 5 seconds timeframe at maximum encounters the aliens on a counter operating dynamic level. Every loss you have be it speed of success or military losses in context, will gain the near-maximum grouping of the alien opponent. &lt;br /&gt;
&lt;br /&gt;
 As it fears a direct curve of heat at you in losses, it has baseline control.&lt;br /&gt;
&lt;br /&gt;
 There is a direct benefit from the standpoint of the X-COM Soldiers to make a jump up into Plasma Weapons as soon as possible to counter the gains of the oppressor alien opponent via their stabilist control arm of accurate near-group depth and cover-in-increasing-weight as a direct in-plane moveable.&lt;br /&gt;
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&lt;br /&gt;
== Theory of Artifact Universe via &#039;Plasma War&#039; in context of X-COM &#039;Space Infantry Infraction&#039; : Mission Statement and Cydonia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the take as to see this as a story line dispersal, I want to remind you of the aforementioned that :&lt;br /&gt;
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  All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; a product of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality.&lt;br /&gt;
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 Now that I have introduced the concepts in play prior to the artifact of Plasma Weapons, I want to introduce a further continuum pointer in that of an overarching &#039;Plasma War&#039; in which the alien factions are in some way represented throughout and within the struggles of the alien invasion of earth. &lt;br /&gt;
 &lt;br /&gt;
 The idea that I want to provide is that it is a parallel struggle going on in a similar way to the other parties in X-COM UFO Defense, in order that &#039;Laser War&#039; and &#039;Plasma War&#039; meet (in X-COM UFO Defense (1994) ) as a Premise.&lt;br /&gt;
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 You can at some point prove to theory the take that due to the articles of warfare in the aliens and X-COM faction&#039;s loadouts they are effectively similar in terms of depth due to usefulness over each other&#039;s usefulness in tandem or over effect.&lt;br /&gt;
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The Mission element of the X-COM faction is not evident prior to research of alien origins, but as the game progresses you can see that the ultimate goal requires (1) thing : &lt;br /&gt;
&lt;br /&gt;
 Capture of a very large craft. &lt;br /&gt;
&lt;br /&gt;
That being a need to capture a Commander, Leader, 1 other alien of any type alive -- as well as Navigation, Power Source, Alien Alloys, and Elerium(115).&lt;br /&gt;
&lt;br /&gt;
 - this specifically does not require use or research of Plasma Weapons&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Theory of Overlapping Bases ==&lt;br /&gt;
&lt;br /&gt;
 After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.&lt;br /&gt;
&lt;br /&gt;
 If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. &lt;br /&gt;
 &lt;br /&gt;
 It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.&lt;br /&gt;
&lt;br /&gt;
 The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). &lt;br /&gt;
 &lt;br /&gt;
 You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat AFB Base build on Jan 12th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.&lt;br /&gt;
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&lt;br /&gt;
== Theory of Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
 Entire theory here Theory evident 2 Tanks/Cannon and 5(5 of 6) Soldiers can be represented as a &#039;Sensor&#039;: this is how.&lt;br /&gt;
&lt;br /&gt;
 Consider a 8 wide grid as &#039;o&#039; as open and &#039;X&#039; as a unit just as to abstract a tank as 4 2-by-2 &#039;X&#039; and Soldier is just 1 to make this clear in 1 step and not stay on nomenclature.&lt;br /&gt;
&lt;br /&gt;
 &#039;o - o - o - o - o - o - o - o&#039; would represent a 8 wide path of nothing in it.&lt;br /&gt;
 &#039;x - o - o - o - o - o - o - o&#039; would represent , 1 X-COM Soldier at front with 7 consecutive iso squares with nothing.&lt;br /&gt;
&lt;br /&gt;
Consider:  Placing 2 tanks like this:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - X - X - o&lt;br /&gt;
 o - o - o - o - o - X - X - o&lt;br /&gt;
 X - X - o - o - o - o - o - o&lt;br /&gt;
 X - X - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
also consider this:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
with Soldiers spaced in:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - X - X - o - o&lt;br /&gt;
 X - X - o - X - X - X - X - X&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
leading to the ideas in play here, this is a &#039;Sensor&#039; via the directly above graph of width, see 3 steps of superior -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - o - o - X - X - X&lt;br /&gt;
 X - X - o - X - X - o - X - X&lt;br /&gt;
 o - o - o - o - X - o - o - o&lt;br /&gt;
&lt;br /&gt;
2:&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - X - X - X - X - X&lt;br /&gt;
 X - X - o - o - X - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
3:&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - X - X - o - X - X&lt;br /&gt;
 X - X - o - o - o - X - X - X&lt;br /&gt;
 o - o - o - o - X - o - o - o&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 I do not want to dwell on this at drawing at-hock array descriptions, I always see this as negative to the flow of the article. It is easier to represent in game but see the packet of tag-fire marines as the moveable vs the holding embankment of the 2 tanks as barrier reason at-as opposed in 2 Tank and 6 Soldiers -- more widely.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 2 Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Tank maneuvers can occur after the infantry steps in X-COM making it variable in terms of use, in Mission 1 UFO (Medium Scout) Tank/Cannon can engage at will and is the Hunter vs &#039;Plasma Pistol fleet&#039; Sectoids without cover or array logic in terms of adequate ranging via person soldier movement as array logic via (the opponent in X-COM UFO Defense 1994).&lt;br /&gt;
&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 3 Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 The weakest position in the 2 Tank/Cannon 6 Soldier(Rifle/HE) Conventional variant-mix is opening down the ramp of your SKYRANGER and engaging cover as a compact negative of fire as warfare-vs-contend logic of own-decision making(Vs &#039;Arbitrary Reticulan Advance&#039;(the idea the alien is fighting you in the game and in real) via the material noise between subject-reality in terms of &#039;Sectoids&#039; as a tech variant in X-COM UFO Defense and : You needing to know why that is via/vs. operating the game tangibly)&lt;br /&gt;
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== Theory of Small Craft represented as an Interior Battleground ==&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
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 THEORY AT LARGE&lt;br /&gt;
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 Consider the casting of this boundary theory in terms of the highlighted X-COM Soldier referred to as &#039;Arthur Hill&#039; from a &#039;this-time&#039; standpoint. In fact that it is this time currently and you are framing in your mind a theory concerning said X-COM UFO Defense Soldier named &#039;Arthur Hill&#039; as depicted.&lt;br /&gt;
&lt;br /&gt;
 If you consider his position, which was pictured above at the same time &#039;Drop the 1 Rocket Launcher&#039; (image above). Soldier &#039;Arthur Hill&#039; is kneeling and had 4 Time Units at this time. He is unable to walk in any direction but can use the kneel option to toggle Soldier &#039;Arthur Hill&#039; to a standing posture so that the 4 Time Units to make this move will not be needed in investment to make a meter move in any of the 4 walkable directions.&lt;br /&gt;
&lt;br /&gt;
Consider the Option as &#039;Arthur Hill&#039; in the terms of his selective consciousness: He can consider a positional arrangement of his own in terms of &#039;their-eyes&#039; selective segmenting from a conscious-drive selector-administrator pairing lively. &lt;br /&gt;
&lt;br /&gt;
 As &#039;Arthur Hill&#039; looks around at the next two X-COM-empty reticles, he can consider the arrangement from the idea of &#039;Arthur Hill&#039; perspective on positional advantages as the turn is over minus 4 Time Units as described earlier in statement.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Moving breach statement with 3rd man dropping Small Rocker Jan 13th.PNG]]&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 If you consider the two places in mention as a similar sequence timeframe, you can assume that there are two supposed advantages that he might suppose to have in theory impenetrable &#039;Arthur Hill&#039; Logic.&lt;br /&gt;
&lt;br /&gt;
 One is a straight away: There is a theory over movement here in terms of his position into and in fact out of the &#039;glowing&#039; time shaped spheroid craft, as it represents to him as a general structure, in-repair and constant progress through time in &#039;him&#039; as &#039;Arthur Hill&#039;.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 At this point the decision  &lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 decision is made by type as an object in presentation in the internet as of 2022 so reading down is assumed and pathed downwardly in logic: &lt;br /&gt;
&lt;br /&gt;
 Straight away judgement allows you to pass with an even pace of 4 Time Units per cost of distance, except when you have negative modifiers like (Injury or Encumbered) So as you the &#039;Arthur Hill&#039; crosses into the judgement plane of the vehicle, the assumed judgment seems real in constant as a status of reliance. Whether or not &#039;Arthur Hill&#039; knows this he is to cost 2 times the average 4 Time Unit cost at 8 Time Units when he crosses this barrier threshold into the alien craft (Medium Scout) at point over time-distance of crossing, instantaneously and over time-constant of use-period 1.&lt;br /&gt;
&lt;br /&gt;
So you can represent the Ideation being that &#039;Arthur Hill&#039; moves into the craft and in time is circled in judgement apparent to the negative waveform of the craft you: system &#039;Arthur Hill&#039; is unprepared and enters it in time-value apparent to individual circumstances.&lt;br /&gt;
&lt;br /&gt;
 The next level evident Idea is to pass on the other case before logic so I will oblige for period specific reasons.&lt;br /&gt;
&lt;br /&gt;
2 - Second judgement is the ability to either, be protected by the cover of the embankment of the vehicle(in the Game logic of X-COM UFO Defense 1994) or to cross into a cover-sided defense on the opposite side of the craft(Medium Scout).&lt;br /&gt;
&lt;br /&gt;
 The theory to generate the correct thing is to understand the judgement of reality in terms of &#039;gravity-wave-gravity-well&#039; phase or phase-of-force analysis: defenses in terms of depth vs gravity dynamic pattern at depth of society vs Naval fleet &#039;Plasma Pistol Sectoid&#039;: in Reticulian Continuum (model this) - (Medium Scout (Small Scout Boundary (Medium Scout Core and Small Scout Core))) as a movable &#039;framing&#039; field-or-force that will actually relay gravity as a force to resist the movement into the center of the hyper-imposed similar designed craft as you walk into the center. see M as Man  the theory would be this in terms : &lt;br /&gt;
&lt;br /&gt;
 M -&amp;gt; (Medium Scout (Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 (Medium Scout M -&amp;gt;(Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
 &lt;br /&gt;
 (Medium Scout (M -&amp;gt; Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 (Medium Scout (Small Scout Boundary (M -&amp;gt; Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 this could be used as an abstraction of machined or hyper-Industrial smoothness of a metallic near-spheroid from the depiction of the Man &#039;M&#039; - both inside and outside the generated example at point of entry to (Medium Scout UFO)&lt;br /&gt;
&lt;br /&gt;
 `` you can also go into depiction as a design and say that the plasma wall panels on the UFO (Medium Scout Core) have an apparent similarity in distance to the idea of a theoretical &#039;Navigation&#039; device I refer to as a &#039;mass-wasting&#039; &#039;image-material-metallic&#039; Interface :&lt;br /&gt;
 &lt;br /&gt;
 This is the idea that through metered construction based on height, a theoretical technology exists that there are capably possible solutions to turn &#039;theoretically pure&#039; &#039;Alloy&#039; under guardian of Elerium 115 as material substance in unison that will:&lt;br /&gt;
 &lt;br /&gt;
 (**theoretically pure Elerium-115** see &#039;Elerium 115 elemental-material behavior as a material falloff due to &#039;expansive&#039; positive-depth gravity-width by intrinsic device created solely of elemental (in Theory in &#039;game&#039;(X-COM UFO Defense 1994) stable-substance Elerium 115 in groups&#039;) :&lt;br /&gt;
 &lt;br /&gt;
 over time in gravity and material edge expansion as a geometric divided-gravity-boundary for a form of operating a simple or native &#039;step-lever&#039; &#039;gravity charge pump&#039;(as an abstraction of an anti-matter gravity-wave generator (use UFO Power Source as a model or metric of abstraction) in waveguide as a energy/engineering theoretic**) metallically pure alloy metal in a prepared composition(via formed theoretic and gravity waveguide, in place of, in play theoretical distance to Elerium 115 related to it&#039;s ductile capacity as a &#039;power-metal&#039;) into a transparently shifted image and &#039;loaded&#039; in lensing architecture from a compression or logic-comparison on-place of the alloy-panel wall translucency. ``&lt;br /&gt;
&lt;br /&gt;
(Another copy of images so you can scroll less in this - as a standalone section)&lt;br /&gt;
 [[File:Moving breach statement with 3rd man dropping Small Rocker Jan 13th.PNG]]&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 ((This is an image from another file mentioned in 14 Soldier Conventional Rocket Launcher Build))&lt;br /&gt;
 [[File:FInal Approach UFO-3 - Jan 7th.PNG]]&lt;br /&gt;
 1: Curve the outside beyond the Tank in depicted image 2(above) in terms of blending the two flat sides into a bounded range that would in some way be abstract to the user but could be assumed a curve in representative logic a Spheroid Mass Object of metallic luster and hyper-Industrial smoothness and texture or other values that result in smoothness.&lt;br /&gt;
&lt;br /&gt;
 2: You then have a system evident minor, in terms of the outgoing initial judgement of the pattern of (Small Scout) via (Medium Scout) is an intermediate distance between them in terms of overall averages in size. So if you see the Small Scout UFO being behind in terms of value(profit-arm dynamics), but ahead in terms of time vs distance to the maneuverable user(in this sense the &#039;Navigator&#039;) in the smaller force distance to the user(X-COM assumed-Soldier in Unbroken Craft). You then from here maintain the outside wall intermittently in your judgement but look on the center of the Small Scout being overlay transfixed on-top of the medium at the centered point of value at the UFO Power Source.&lt;br /&gt;
&lt;br /&gt;
 If you maintain the abstracted curve in the negative and flat area on the outside walls of the Medium Scout UFO (vs interior), you can see a slightly larger exterior wall(On Small Scout in reference to Medium Scout Core section) but similarities to the interior core of the Medium Scout are apparent plainly.&lt;br /&gt;
&lt;br /&gt;
 You can thus conclude that the metered in-breaking of the units in some format enables them as a construct vs./the either craft (Small Scout),(Medium Scout). So You can see this as an actual entry to a small spheroid craft-interior with a small setting in the middle and potentially 3 seats smaller than what an X-COM would use, the reason behind this is that 3(Seats), in a spheroid series curve could generate any comparable surface in expansion of any chair arrangement in-terms of depth over time. The context of which is that there is an increasing gravity wave boundary that relates to step-curve Powerful Operating Force Fields which relate directly to my 1st introductory theory of (Elerium) 115 as a Proton packed &#039;power-metal&#039; in stability and outcome.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 If you consider the earlier topic presented Theory of (&#039;Overlapping Bases&#039; assumed Geoscape):&lt;br /&gt;
 &lt;br /&gt;
 in unison with a smaller vision as present in BattleScape.&lt;br /&gt;
 An experienced use can image-locate the very smallest UFO - not probe (Small Scout) and hyper-impose it on top of and within as locate of the (Medium Scout) UFO at core in terms described prior:&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
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==Boundary Theory: UFOs represented as an Interior Battleground ==&lt;br /&gt;
== Boundary Theory - &#039;Small Craft represented as an Interior Battleground&#039; ==&lt;br /&gt;
&lt;br /&gt;
 Here is where you get really crazy and I give you some funny internet tid-bits, think &#039;So Long and Thanks for All the Fish&#039;!&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 Like Mole, like Crow &lt;br /&gt;
 I Can&#039;t See:Like No Lights On(trap city)&lt;br /&gt;
That subset hype: trap city mole&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 and the almighty crowd pleaser : it&#039;s the Spalacopusssssss!!!! https://en.wikipedia.org/wiki/Coruro&lt;br /&gt;
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AhhPinecone man! I love the Pineconeman!, it&#039;s the perfect object. Pinecone man. I wish they had more! https://dota2.fandom.com/wiki/Warpine_Camp&lt;br /&gt;
-Treeman Tree I fear and hate the Evil Shrubman https://dota2.fandom.com/wiki/Nature%27s_Prophet who is Evil- but not Insane. -Treeman Tree&lt;br /&gt;
You can&#039;t believe that Evil Shrubman shit--&lt;br /&gt;
That &#039;l&#039;O&#039;O&#039;k&#039;s&#039; like a pretty evil shrub man!&lt;br /&gt;
Luckily now that we have found the pinecone man(The only Dota 2 midpoint),&lt;br /&gt;
Orient around the pinecone man, then the pinecone man, the pinecone man, the pinecone man. - Treeman Tree&lt;br /&gt;
&lt;br /&gt;
 Music: (go for the ) Gusto - Disco&#039;s Revenge (Mole Hole Dirty Mix 1995)&lt;br /&gt;
&lt;br /&gt;
 I have a picture of a Golden Mole wearing an A.J. Green Hat on that I would share -&lt;br /&gt;
 BUT I DON&#039;T HAVE THE RIGHTS TO THE IMAGE; I WILL NOT STEAL THIS MOLE&#039;S COPYRIGHTS!&lt;br /&gt;
 IT IS THE TRAP CITY MOLE!&lt;br /&gt;
 (...if I had rights I would share this, the mole)&lt;br /&gt;
 (Laser tanks also called &#039;moles&#039; in my ideation of facts in jargon/jargoning)&lt;br /&gt;
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&lt;br /&gt;
== Resume Theory in Progress ==&lt;br /&gt;
 &lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 If you look at the UFO as a point of play(Interior Battleground) and (UFO Medium Scout), you can see the more defended place to move is actually at the bottom and moving around from left to right, in an isometrically abstracted route, you choose as user. This is in effect the light-trail(suntrail) in Native American Spirituality in a simple take, you want to go sunwise...If this is important.  Rightward or &#039;sunwise&#039; is in effect clockwise, but can be confusing to consider in top down abstraction vs person life, if this is apparent.&lt;br /&gt;
&lt;br /&gt;
 To explain my reasoning in the south path being easier to secure, rightward motion from the X-COM is stronger vs the invalid supremacy of the Sectoid as a Simulation Framer and person soldier. &lt;br /&gt;
 &lt;br /&gt;
 You can see that there are actually 2 doors that open into walls that could be used to limit encounters&lt;br /&gt;
 :or delay a troop that is moving alongside into the outer sections&lt;br /&gt;
 :to make their all-around-cover more accurate around the top side(in effect by passing counter-operate in anti-sunwise motion(movement) across the double door at south). &lt;br /&gt;
&lt;br /&gt;
 The North open doorway has a similar disadvantage in that if you open the door at top it will be a movement at cost to &#039;open overwatch&#039;, sometimes as many as 3-4 person soldiers in open positions with type&#039;Plasma War&#039; indeterminate fleet. The group alerted will fire in sequence vs. X-Com Soldier one(1) threshold movement through the &#039;Automatic&#039; doorway also costing you additional time units(assumed 8 Time Units as in the doorway to enter but it could be less) as well in advance of risk to Soldier in Health Points as a metric of success.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 Consider This idea of vision as user freedom, from a strategy of the environment not on distance person soldier.&lt;br /&gt;
 [[File:Tank Cannon Jan 13th.PNG]]&lt;br /&gt;
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------------------------------------------------------------------------------------&lt;br /&gt;
 Tanks are very effective at this point at range an in effective tactics in breach and operate settings (Medium UFO) despite loss on outlay movement from the craft and indiscriminate fire angles- more apparent in Terror Mission 1 to follow -&lt;br /&gt;
 [[File:Tanks At range Jan 13th 1 of 2.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 Even at range when thrown Conventional type Weapons are in-effective or inaccurate, due to Plasma Pistol Sectoid being ineffective vs &#039;Alloy and pseudo-Alloy Armor&#039; in place at Tank/Cannon, in example et all.&lt;br /&gt;
 [[File:Tanks At range Jan 13th 2 of 2.PNG]]&lt;br /&gt;
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&lt;br /&gt;
== Military Theory and Obstacles ==&lt;br /&gt;
== X-COM Unit Loadout Examples ==&lt;br /&gt;
&lt;br /&gt;
== Conventional arms X-COM Soldiers ==&lt;br /&gt;
== 2 Tank/Cannon and 6 Conventional(Rifle/HE) ==&lt;br /&gt;
== 2 Tank/Cannon and 6 Conventional(Rifle/HE) Initial Judgement of Loadout Variants ==&lt;br /&gt;
 Rifleman HE Conventional(HE/Rifle)&lt;br /&gt;
 Most basic and usable technique soldier for the (HE-Rifle) Conventional build 2 Tank/Cannon 6 Soldiers.&lt;br /&gt;
 &lt;br /&gt;
 2- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 2- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
 &lt;br /&gt;
 [[File:Grenadier Type 1 Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Grenadier 1 HE Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a utility argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien &#039;AI&#039; game logic.&lt;br /&gt;
 &lt;br /&gt;
 3- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 2- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
 &lt;br /&gt;
 [[File:Grenadier Type 2 Jan 13th and Lead Man pseudo-Squad Leader.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Grenadier 2 HE Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a heavier and more densely efficient (Rifle/Pistol) version of the argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien &#039;AI&#039; game logic.&lt;br /&gt;
 &lt;br /&gt;
 2- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
&lt;br /&gt;
 [[File:Light Rifle Utility Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Light Rifle Utility - Rocket Launcher - Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a last resort - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.&lt;br /&gt;
 &lt;br /&gt;
 1- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- Small Rocket&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 &lt;br /&gt;
 [[File:Rocket User Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 [[File:Typic HE Conventional Soldier Jan 13th.PNG]]&lt;br /&gt;
 Light Rifle Utility - HE - Conventional(HE/Rifle)&lt;br /&gt;
 This was not used correctly and might be an inefficient or incorrect Class argument, it resulted in misuse and loss of the unit in question in Terror Mission 1 - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.&lt;br /&gt;
 &lt;br /&gt;
 1- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- Small Rocket&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Conventional arms and Laser X-COM Soldiers ==&lt;br /&gt;
== Standard at point in time of attack of Sectoid Base April 11th ==&lt;br /&gt;
 Standard at point in time of attack April 11th &lt;br /&gt;
&lt;br /&gt;
 Tank/ Laser Cannon : Lasers, Conventional Grenade, and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien Base Infantry Standard April 11th--June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Conventional arms and Plasma X-COM Soldiers ==&lt;br /&gt;
 [[Conventional arms and Plasma X-COM Soldiers]]&lt;br /&gt;
&lt;br /&gt;
== Plasma arms and Laser X-COM Soldiers ==&lt;br /&gt;
 [[Plasma arms and Laser X-COM Soldiers]]&lt;br /&gt;
&lt;br /&gt;
== All Tech X-COM Soldiers ==&lt;br /&gt;
 I did research Heavy Plasma but not Heavy Plasma Clip to increase my firepower from disarmed foes after landing in Cydonia underground.&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th Cydonia Standard ==&lt;br /&gt;
&lt;br /&gt;
 Cydonia by May 29th Cydonia Standard&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cydonia Standard.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points ==&lt;br /&gt;
 The Conventional(mixed type) X-COM Soldier vs the theoretic use of Laser Weapon&#039;s maximum range stance described as &#039;Range&#039;. The use stance of the displayed X-COM UFO Defense Soldier as it is oriented in increment arcs is in stance of larger moves between midway points, in comparison of Laser Ranges use of &#039;Sensor&#039; sets to use the Tanks as embankment and depth of the other arguments between Tank/ Laser Cannon and Laser Rifle X-COM Soldier 6 unit range sets in midpoint Ranges.&lt;br /&gt;
&lt;br /&gt;
 [[File:Mid-premise 1 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 (top down for continuity)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Mid-premise 2 of 3.PNG]]&lt;br /&gt;
-------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 As ranks are broken in the initial use of movement the lack of overlapping ranging of individual X-COM Soldiers becomes much more incrementally important as time goes on in move sequence. This allows of use of more direct movements to catch this arc strategy by surprise, even in unmoving even-pairs or 1 unit attacks by the similarly ignorant computer opponent.&lt;br /&gt;
 &lt;br /&gt;
 The overlapping points in this (Mixed)Conventional X-COM Soldier usage, is evident of a risk of overlapping fire vs friendly units, in an arbitrary engagement of reaction fire, off-turn.&lt;br /&gt;
&lt;br /&gt;
 [[File:Spaceman journal 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 On some level the Tank/Rocket Launcher functions autonomously in it&#039;s unit in that it is &#039;over powered&#039; vs it&#039;s (X-COM Soldiers)staff in a given direction and is in some unit-1 direction covering for the incomplete disadvantages of the entire (Mixed)Conventional group argument(1 Tank 10 Soldiers) 1-to-1 by effective singular use. (metagame)&lt;br /&gt;
&lt;br /&gt;
 [[File:Spaceman journal 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Topic : Overload as a Method of use for SKYRANGER ==&lt;br /&gt;
 I am moving around the opinion that the idea of an artifact-race and retrieval on 2 Tanks 6 Soldiers SKYRANGER, regardless of unit&#039;s Weapon Class, is the term evident correct plan in terms of overall distance advantages as the human user. &lt;br /&gt;
 &lt;br /&gt;
 The idea that you could on retreat have already spent the extra (10 or less) turns to cover the ground to the fallen aliens and X-COM Units that can hold equipment and move them into  the SKYRANGER, and in-effect slowing the turn usefulness of the proposing party alien person soldier in depth vs in single file by your own advantaged decision making.&lt;br /&gt;
&lt;br /&gt;
 This is the better of the options but cost more Personally motivated(need of food and electricity and time) vs a psychological theory and sublimative control in terms of your technique terms as user : in X-COM UFO Defense : and the theory of the X-COM Soldier as a useful topic of control vs your human time in clicks as human user. In effect you vs the topic of you in theoretical terms to the X-COM soldier as an archetype of your own reasoning vs them as a shield of will in terms of impenetrable (type)&#039;Arthur Hill&#039; logic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Method Overload Topic Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 In this you need more use of the : Utility Weapons as a Contain Mode of Control&lt;br /&gt;
&lt;br /&gt;
== Utility Weapons as a Contain Mode of Control ==&lt;br /&gt;
 Utility Weapons I am putting in it&#039;s own Class as a use oriented additional Weapon of the primary used type or another type that is not equipped in the start of handled by a Carry-Operable User in terms of a person soldier, in such as this X-COM Soldier in X-COM UFO Defense (1994)&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Moving tanks vs Plasma Pistol Sectoid 1 of 2 Jan 13th.PNG]]&lt;br /&gt;
 In this the Conventional(HE/Rifle) configuration I would include the use of:&lt;br /&gt;
&lt;br /&gt;
 Auto-cannons: Useful for extra firepower as a loss of unit demands from a use vs usefulness standpoint. Losing a Tanks/Cannon or 1-2 Soldiers would necessitate use of an upgrade to this or another Utility Weapon to hold steady to advancing fire, or use of context over the cover in depth weakness of the Weapon Class evident weakness vs obstacles (if there be any or none). Useful as AC-AP to double a Rifle without overlap.&lt;br /&gt;
&lt;br /&gt;
 Rocket Launcher: Always use the Rockets you get for free, it is the best use for cost, if for free. Someone should carry it but don&#039;t carry it inside. In this build there will be no further investment into Rockets so use per 1 is an evident change on the game as an opposing set-up and (at random)/(at large) vs. you in terms of panic as a player(or mis-judgement).&lt;br /&gt;
 [[File:Moving tanks vs Plasma Pistol Sectoid 2 of 3 Jan 13th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Inventory of Thule AFB in Post-Research Reasoning ==&lt;br /&gt;
 It is interesting to consider that you do not need to use your scrapped or stolen Artifact post mission at Exit.&lt;br /&gt;
 &lt;br /&gt;
 With this idea of tamping down your inventory into holding uncertainty you reach-in-depth or provide depth-of-person-reasoning in depth.&lt;br /&gt;
 You can hold your idea of profitability vs. (the idea of start-up cost as a constant in terms of ) : use as tactics : in X-COM UFO Defense&lt;br /&gt;
&lt;br /&gt;
 You can then unitize the shear-logic upon the sidedness of your holding armies as - 14 Soldier : Conventional -&amp;gt; Laser &lt;br /&gt;
&lt;br /&gt;
 I will use Alloy and armor at cost if need be so I Will never (unless minor Engineer cost is evident to repair profit cycle in mid month) sell Alien Alloys or (Elerium 115) but I hold Plasma Rifle as an example of use and sale in perpendicular Weapons as Class : statements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Inventory in Thule After Terror Mission 1 - Feb 5th.PNG]] &lt;br /&gt;
&lt;br /&gt;
 You start to hold more Laser Weapons as time goes on and less useable clips as the limiting factor leads sale of weapons over clips, and replacement with more dense Laser Class Weapons that only require 1 piece of equipment with no use of weight drop-off among n groups of 1 or greater Conventional -&amp;gt; Laser equipped X-COM Soldiers at abstraction vs indiscriminate and reducing range in depth : to reach to Lasers as a Standard or Range Politics as direction in/and vs. X-COM UFO Defense (1994).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laser Transition from conventional.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 As you run out of HC-AP and HC-HE you should sell Heavy Cannons as the Laser Tanks are becoming evident on the next spectrum of step-usefulness pattern advance and engagement.&lt;br /&gt;
&lt;br /&gt;
 in addition you should hold the Rifles until you have no clips but do not have them in the SKYRANGER to allow for more Laser Rifles and Heavy Lasers in Inventory to overlap and reduce the usage of the concept of Small Rockets and AC-HE and AC-I over AC-AP.&lt;br /&gt;
 &lt;br /&gt;
 I am starting to realize that mass Smoke grenade as an outward concept of protruding warfare tactics in alien base assaults and Terror Missions and Medium Class UFOs and above, can be very powerful in ultimate reasoning of effectiveness over tag-fire as a continuum concept of academic logic expansion of various groups over a filling-random anti-player opponent(as X-COM with Smoke Grenades). It costs one turn to prime for &#039;0&#039; and reset it at your shoulder item slot. This will cover the point of attack with positional concealment, even if there are survivors -- at no cost to X-COM Health points as a metric of success.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Removing riles and Heavy Cannons for Laser Pistols Feb 9th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Engage UFO-6 and both craft INTERCEPTOR, UFO fight for minimal damage : Cannon &lt;br /&gt;
 UFO-6 Lands:&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO-6 - Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Landed Mission UFO-6&lt;br /&gt;
 [[File:UFO-6 Landed-Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Paradox Movement in Partial Advantages of the Conventional arc (Rifle/AC-HE/Small Rocket), vs Laser arc(Alien Grenade/Laser Rifle/Laser Pistol and Tank/Laser Cannon) ==&lt;br /&gt;
&lt;br /&gt;
 To further describe this relationship, I present the following terms about Laser Weapons Class vs Conventional arc (Rifle/AC-HE/Small Rocket) and describe the opposite in such as disadvantages vs Laser Weapons Class continuously.&lt;br /&gt;
 &lt;br /&gt;
 Laser Cost Advantage: There is a single cost of use for any Laser Weapon as long as the weapon is not destroyed.&lt;br /&gt;
 Conventional Cost Disadvantages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The equipment (Auto-Cannon and AC-AP at cost, and AC-HE at cost as a single soldier -- or abstracted on entire arc as a single forward Soldier at distance to succeed) vs (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage). &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Conventional arc is in my approximation nearby but steadily standardly disadvantaged in terms of height vs Laser Weapons in this attitude(Range vs Point-shooting at hazard to X-COM person soldier). &lt;br /&gt;
 &lt;br /&gt;
 The advantages are thus that the single Conventional forward point-shooting soldier requires ongoing cost-in to succeed and is inaccurate but standardly similar in terms of energy usage vs destructible architecture and embankments via Range deconstruction vs Laser Range as a continuum-distance statement vs. and as X-COM opposed.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 In the following scene there is depiction of the forward group of 4 soldiers differently equipped encountering 3 alien units in a group, 2 Floaters in cover-in-distance pattern and obscured : and 1 &#039;Reaper&#039;(this is an unusual abstraction unit)Tank/Soldier threatening the group nearby broken house as a cover mechanic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover in houses Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 As you see the covering soldier at the hallway edge is in the blast radius of a previous engagement of the &#039;Reaper&#039; and it was a single use of Small Rocket that killed the alien unit, and cleared a hallway into the house and surrounding area ( in one reaction vs Laser Weapons Class advantages in splitting-&amp;quot;Laser Fire&amp;quot; in Ranges vs Obstacles and alien units).&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Another mistake in design vs the type advantages of Laser Weapons, here you see that the unit in Movement Pointer(MP) has a Heavy Cannon. I introduce the idea that if you see an indistinct design you should abstract against all types it could be run with. In this situation that means:&lt;br /&gt;
&lt;br /&gt;
 HC-HE - High Explosive available in context range (4 max 3-by-3 stars in effect) which has a unit-distance 0 reaction-relationship in arming from aside and in-effect friendly shell misfires.&lt;br /&gt;
  &lt;br /&gt;
 HC-AP - point of attack high power slug. Use as a Tank/Cannon with extra potential mobility for soldier as a movable arm. It is like a super-rifle in arm standard and damage to environment (as a relationship with speed over time units).&lt;br /&gt;
&lt;br /&gt;
 Because of this you need to assume that all loaded HC ammo is HC-HE as a minor disadvantage from cross firing and intermittent obstacles as a mission cover concept with no tactical depth in &#039;scoring&#039; (in X-COM UFO Defense (1994)). &lt;br /&gt;
&lt;br /&gt;
 Assume the difference of Conventional(Visible 2 Rifles and 1 Heavy Cannon) vs a competent distance of Laser Weapons low-standard for 3 Soldier in term-of weight (2 Laser Rifles, 2 Laser Pistols).&lt;br /&gt;
 &lt;br /&gt;
 Imagine this alternate composition in place in 3 soldiers in screen vs &#039;Reaper&#039; unit. The Cups or cans in reticle is not a problem as an obstacle for Laser Pistol or Laser Rifle, Nand the walls are Rifle(type) and Heavy Cannon evident. HE-HC Auto-cannon would cause 1-3 casualties in misfire but careful use of 3 soldiers in Laser Range at low standard would make moving vs &#039;Reaper&#039; not useless but disadvantaged in most cover engagements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 1-of-2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The Soldier further away from the &#039;Reaper&#039; unit has a free shot out of structure without movement. Other 2 force-invalid Soldiers are forced overwatch on fallen back X-COM-negative arcs or cover-over-context.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Top-Down 4X(X-COM Soldiers : Conventional) vs 3O(Floaters and Reaper)&lt;br /&gt;
 2 Menacing Floaters in obstruction and not safe range, one Reaper 2 by 2 near right-bottom.&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
 [[File:Overhead Reset Reaper.PNG]]&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The lead in attack is a rifle soldier that is powerful and effective vs (Floater Soldier).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 2-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Unit gets countered by depth of fire and lack of tactics in the advance position, vs inadequate armor in a type vs &#039;Plasma War&#039;.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Second side Reset Reaper Part 1 of 2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As X-COM Soldiers move outward of the 1-square infantry-movable open hallway, they can be initially prepared in terms of retreat after 3-4 loaded-(Rifle) shots, be them Snap Shot or Auto Shot vector grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 1-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As the confront is a fallback-possible position to pull the moving defender into a crossing range of failing fire as a standard of retreat vs. angles in the open windows via position this (in X-COM UFO Defense (1994)).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 2-of-2.PNG]] &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Initially destructive as as a piecemeal advantaged-benefit to covered defended positions or groups of Conventional Soldiers(X-COM), you can see it is more direct and has less overall use than you will see in Laser Ranges as an outlay of Obstacle Destruction in a per-series count of destruction as a number or abstraction of base-value integers.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Save of Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 ``With lack of reasoning, point-shooting is a very negative behavior for your group and can discourage a simple-take quasi-crystal with non-regard as prepared failure vs magic.``&lt;br /&gt;
&lt;br /&gt;
 But you can see the Civilans will survive and mass in numbers because you have so much ground area between them and (Civilian) assumed &#039;waypoints&#039; based on calculation and correctness of game logic in values. (Civilian Faction in Red)&lt;br /&gt;
&lt;br /&gt;
 [[File:Cover in Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Win and Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Bought 19 Scientists: Feb 5th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Feb 5th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
 After partial clearing (3 Sectoids Killed) by the Tank/Cannon with no losses, you can feel partially safe in the area, when moving down your 6 man team of X-COM Soldiers, They encountered a single Sectoid and made an effective shot in use of Rocket Launcher(no Additional use present) but in the turn after lost a man who was exposed with no vision of afar, leading down to 2 Tank/Cannon and 5 Soldiers.&lt;br /&gt;
&lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 1 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 2 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The true negatives of the need of this 6th Soldier as a Utility Weapon user become apparent as the 5 man squad cannot recover in advance of encumbered Tank/Cannons in relative position of broken architecture, that limits vision of afar vs unseen Cyberdisk.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 3 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 4 of 4.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Partial Recover as a mid-path Disadvantage in Tactics via Terror Mission : 2 Tanks 5 Soldiers Conventional(Rifle/HE) ==&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 1 of 3.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 The pictured 5 Soldier squad has an opportunity to make equipment changes of carry (alien)Artifacts into the SKYRANGER as an area technique of lessened risk via (Carrier efficiency vs. scouting) as a tactic of sustained advantage in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 2 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The main issue is the advancing broken Tank/Cannon line becomes engaged in further attacks and lack decision-making vs firepower in opportunity. &lt;br /&gt;
 &lt;br /&gt;
 The idea that the units are not capable of encountering the human-made obstacles is apparent in the need for &#039;Laser War&#039; as an arc setting of lack vs post-tested Technology in (Laser Rifle and Tank/Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 Losing a tank dramatically changes the strategy and thinking of the group. Forced failure in 1 Tank and 5 Soldier Combat Setting :&lt;br /&gt;
 &lt;br /&gt;
 [[File:1 Tank Lost 5 Man.PNG]]&lt;br /&gt;
== HE Use as a misstep and Failure to Respond to Loss of Tank/Cannon concerning Ground-clearing as a Directive of Survival ==&lt;br /&gt;
 &lt;br /&gt;
 User Error as a Tactician is apparent in use of the HE as a cover-clearing option and can be used at throwing range. The most important near valid negative, in terms of perfect use by an experienced used (with no add ons or covering mods of some kind in UI) is: &lt;br /&gt;
 the effect of the shell of effect per use of Explosive in terms of X-COM UFO Defense (1994) exampled in HE, Grenade, Alien Grenade is effected by material status and of surrounding obstacles of given game standard in terms of hardness. (I.e. plasma wall vs human wall, chair vs wall vs window and etc.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I was off by 2 Iso units to save my use soldier, but there was a valid opening created in terms of team value at range vs (Sectoid-Cyberdisk)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This additional encumbers the Tank/Cannon due to loss of strength in context of Obstacle clearing need in Conventional(Rifle/HE)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire +1 turn.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Tank Constriction in Range Setting ==&lt;br /&gt;
 &lt;br /&gt;
 Tank/Cannon is additionally disadvantaged as time goes on without Laser Weapons(Laser Rifle-Heavy Laser and Tank/Laser Cannon) for range clearing and necessitates the need of &#039;Laser War&#039; as an arc of Technology in X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Cover-over Fire of the Rifle on top of Tank/Cannon is one of the main disadvantages of (Rifle/HE) as a Class set-up vs Laser Rifle as a 1 item-unit Inventory&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 This Tank Disadvantage leads to further loss and a forced fighting position against a Sectoid group behind a window a broken wall&lt;br /&gt;
 &lt;br /&gt;
 (there is a weird inefficiency vs person soldiers behind &#039;double-slit-window&#039; tile of wall in this terror mission texture set: I do not trust Einstein... but I think it was Thomas Young 1802 according to &#039;https://en.wikipedia.org/wiki/Double-slit_experiment&#039;)&lt;br /&gt;
== Broken Walls as a defeat for Conventional(Rifle/HE) Soldiers as Comparison ==&lt;br /&gt;
 [[File:2 Man risk and retreat 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Full failure of edge in attack.&lt;br /&gt;
 &lt;br /&gt;
 [[File:2 Man risk and retreat 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 You could go so far as to say human-made walls and building Sprites have a direct advantage over Conventional(Rifle/HE) Soldier in direct reduction of effect as boundary to survival.&lt;br /&gt;
 &lt;br /&gt;
 [[File:3 Man Risk Terror 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 1 Soldier lost in retreat to escape with SKYRANGER to no advantages except minor score and potential of surviving Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Ditch to retreat at a loss.PNG ]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Lost Terror Mission Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Failed Terror Mission.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense ==&lt;br /&gt;
&lt;br /&gt;
Point of View here is that there are not options to keep the opening soldier alive in the need to open the Plasma Door of the Small Scout UFO. This opens the idea in terms of effective tactics in terms of over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense (1994)&lt;br /&gt;
&lt;br /&gt;
[[File:Door open dilemma.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 You have many available soldiers and the inevitable loss of the opening door soldier is very certain, but be sure to see if this is the case, if you have a better idea,  as to how to do this with the initial options available Jan 1st : please let me ProspectOfIgnorance know via, the location on bottom by the other messages(?), I will try to find.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Ice Bridge as a protected throughway 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 By opening the door you have a very large advantage that will if you are ordered correctly guarantee you will lose in exact (1) X-COM Soldier-- regardless of Difficulty level(usually 1 - Max 5 Sectoids)&lt;br /&gt;
[[File:Ice Bridge as a protected throughway 3 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Once you open the door it is an open advantage that you can easily handle with the remaining soldiers and equipment if you have a good arc of fire located around the door, and you scout to the corners before entry.&lt;br /&gt;
&lt;br /&gt;
[[File:Series of fire vs Small Scout 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Clearly a profitable encounter, on the back of the Tank/ Rocket Launcher as an initial and unhandled effective threat to Sectoids in &#039;Plasma Pistol fleet&#039; set-up.&lt;br /&gt;
&lt;br /&gt;
[[File:Series of fire vs Small Scout 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 The score of the landed UFO-1&lt;br /&gt;
&lt;br /&gt;
[[File:UFO-1 Captured MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Laser War Premise ==&lt;br /&gt;
 Laser War Premise is my overall strategy idea concerning the theoretical boundaries between and across; (Gauss/Conventional) -&amp;gt; Laser =&amp;gt; Plasma war-frame budgeting from a build order and as a prepared statement level in an e-sports inspired direction or capacity of gameplay.&lt;br /&gt;
&lt;br /&gt;
 This concerns a greater overarching light and mass physics theory regarding expansive relief of : &#039;Static-Removal Simulation Theory&#039;&lt;br /&gt;
&lt;br /&gt;
== Laser War Part 1 : January - March (Early Game) ==&lt;br /&gt;
&lt;br /&gt;
 Consider an increasing full theme of early game techniques, to open into Laser Cannons etc. Here is the full list available as of today:&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
== Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
==============================================================================================&lt;br /&gt;
&lt;br /&gt;
 [[File:Conventional Terror - Mission 1 Turn 2 - Battlescape - Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This is an example of the direction you can go to showcase the initial advantages that the &#039;Conventional&#039; Weapons Arc is capable of producing in the early game as I see it.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Conventional Terror-Mission 1 Turn 2 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The idea is that you want to initially convert money into Workshops and Living Quarters in the hope that you can then move up into the tech need of 4 Laboratories (2 of which I am deciding to use in a separate location for this play through I am using my Pine Gap XSB Base) and FIRESTORM, LIGHTNING, and AVENGER advanced craft.&lt;br /&gt;
&lt;br /&gt;
Because the units on the ground are so advantaged by unit depth in the early game the SKYRANGER configuration:&lt;br /&gt;
&lt;br /&gt;
 14 Soldier&lt;br /&gt;
&lt;br /&gt;
is the most effective and useful for cost efficiency and construction cost in terms of time to research.&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 7th  Save File Tree==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 1st - Jan 7th Save Tree for Infantry First Mech-Laser Tank Strategy in X-COM UFO Defense.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Infantry First Mech-Laser Tank : Type 1 ==&lt;br /&gt;
== Thule AFB : Type 1 ==&lt;br /&gt;
[[File:Building Buy Type 1.PNG]]&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 2 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
&lt;br /&gt;
Large Radar Array (Building for 25 days) x 1 Cost Each : $800,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Sells:&lt;br /&gt;
 [[File:Sell - Type 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 8 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 11 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 1 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 26 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon ( Transfer in 24 Hours) x 6 Cost Each : $13,500&lt;br /&gt;
&lt;br /&gt;
AC-AP ( Transfer in 24 Hours) x 4 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
AC-HE ( Transfer in 24 Hours) x 14 Cost Each : $700&lt;br /&gt;
&lt;br /&gt;
AC-I ( Transfer in 24 Hours) x 1 Cost Each : $650&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 10 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher ( Transfer in 24 Hours) x 12 Cost Each : $4,000&lt;br /&gt;
&lt;br /&gt;
Small Rocket ( Transfer in 24 Hours) x 61 Cost Each : $600&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 2 of 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
Incendiary Rocket ( Transfer in 24 Hours) x 1 Cost Each : $1,200&lt;br /&gt;
&lt;br /&gt;
High Explosive ( Transfer in 24 Hours) x 11 Cost Each : $1,500&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade ( Transfer in 24 Hours) x 70 Cost Each : $150&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 31 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) ( Transfer in 24 Hours) x 42 Cost Each : $1,240&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 3 of 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:1st Loadout.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER-1- 1st Loadout 1 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 8 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 3 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 6&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 8&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 3&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) x 1 | Space Used : 0&lt;br /&gt;
&lt;br /&gt;
Grenade x 5 | Space Used : 1&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 2 | Space Used : 1&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
 [[File:Research Type 1 - 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Research Type 1 - 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
10 Scientists | Medi-Kit | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 1st - Jan 7th ==&lt;br /&gt;
&lt;br /&gt;
There were no UFO units in the early game prior to Jan 5th except the Extra Small UFO --&lt;br /&gt;
&lt;br /&gt;
 I am of the opinion that the XS UFO is best left alone in the very first days of January in X-COM UFO Defense (1994)&lt;br /&gt;
&lt;br /&gt;
 The best you can do is shoot it down based on the speed it is traveling at when it presents on the map.&lt;br /&gt;
 &lt;br /&gt;
 If you shoot it down there will likely be a Battleship attack on your base prior to Jan 10th. Just leave it alone.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Because there was no contact I checked the graph and there was reason to believe there may be UFO activity in North Africa.&lt;br /&gt;
 &lt;br /&gt;
 The Aircraft in X-COM UFO Defense cost nothing to refuel, so manual scouting can be an edge in the very early game.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Scouting_into_North_Africa_-_Jan_5th.PNG]]&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 1st UFO - Landed&lt;br /&gt;
 Always try to tail the 1st 3 UFO smalls and they will be more likely to land, which is a better economy statement for you X-COM Company in January.&lt;br /&gt;
 &lt;br /&gt;
 I was using Cannons in this run. There is some exchange of fire before the landing, which I am unsure of how it effects the alien&#039;s scoring but I effect the reasoning that it makes the alien more likely to engage more heavily as an increasing weight-of-combat arc.&lt;br /&gt;
 &lt;br /&gt;
 The effectiveness of the Conventional class is much about overkill and avoiding overlapping fire in the initial encounter when moving outside of the SKYRANGER:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Rocket play UFO-3 January 7th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 When your units approach the craft, you want to drop the Rocket Launchers on the units that will breach the entry. You can potentially hazard 1 in the back behind the door to fire into the UFO in case of a large number of alien crew in a group (3 or more that will defeat the soldier that opens the door almost 100% of the time)&lt;br /&gt;
 &lt;br /&gt;
 I choose to use an alternating system of Rocket/Rifle Soldiers in terms of 2 types for item loadout: Both have a rifle - 1: 1 loaded Rocket Launcher and 1 Electro-flare, 2: 1 loaded Rocket launcher and 1 additional Rocket.&lt;br /&gt;
 &lt;br /&gt;
 This allows you to drop them on the field if you are breaching entry or if you run out of rockets via use.&lt;br /&gt;
 &lt;br /&gt;
 [[File:FInal_Approach_UFO-3_-_Jan_7th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:FInal Approach UFO-3 - Jan 7th top-down.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Additional Buildings January 7th:&lt;br /&gt;
 &lt;br /&gt;
 Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
 Living Quarters (Building for 16 Days) x 1 Cost Each : $400,000&lt;br /&gt;
 &lt;br /&gt;
 [[FIle:Building_purchase_after_Selling_tech_from_UFO-3_Jan_7th.PNG]]&lt;br /&gt;
== Theory of Overlapping Bases ==&lt;br /&gt;
&lt;br /&gt;
 After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.&lt;br /&gt;
&lt;br /&gt;
 If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. &lt;br /&gt;
 &lt;br /&gt;
 It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.&lt;br /&gt;
&lt;br /&gt;
 The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). &lt;br /&gt;
 &lt;br /&gt;
 You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat AFB Base build on Jan 12th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 12th - Jan 21st Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 12th - UFO-5 Turn 4 Jan 21st.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
&lt;br /&gt;
== Jan 12th - Jan 21st ==&lt;br /&gt;
&lt;br /&gt;
[[File:Med-kit completedLaser Weapons Jan 17th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 On Jan 17th the first profit producing technology is researched: Medi-Kit.&lt;br /&gt;
&lt;br /&gt;
 you want to leverage the cost of such and some minor goods to produce a gain of 1 engineer per cycle, while leveraging the cost of the Medi-kit - ~$2,000. It was originally 1 Day 6 hours or more but moves steadily downward to minimal with theory max 250 engineers capable as a throughline-metagame in terms of macro in space efficiency.&lt;br /&gt;
&lt;br /&gt;
 When you are done with Medi-Kits you move up to Laser Pistols on Jan 17th.&lt;br /&gt;
[[File:Laser Pistols Jan 19th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Onward to Laser Rifles on Jan 19th.&lt;br /&gt;
== General Stores in Base 2 as an Economy Grouping ==&lt;br /&gt;
[[File:General Stores in Base 2 Jan 20th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Due to the unease of use in the mechanics at play in terms of the alien attacks in X-COM UFO Defense, I find the amount of money and stores that it takes to hold alien corpses all game in-substantive in terms of gameplay. The idea that you can make $594,000 per 4 hours at theory maximum 250 engineers makes it a user luxury if you see it that way. &lt;br /&gt;
&lt;br /&gt;
 I therefore as a user declare this to be the way I want to score my own rates easily in terms of speed and dynamic grouping.&lt;br /&gt;
&lt;br /&gt;
 There is also mention on the theory of reality in terms of W. Glenn Davis Interview, recorded interview in 11/19/1990(Nation Archive) in that there could have been movable units of alien corpses in Wright-PatAFB as a intermediate statement (in X-COM UFO Defense : Alien corpses are considered an item that is stored as any other in the general stores) into the holding of a greater principle based around need. I have a theory of a proton shower that in context could have been related to down-cycling of a step-wise gravity pump (and stasis object) as described by Stan Deyo, surrounding the compelling evidentiary story line about his working in Pine Gap or near there on UFO Simulators (See Bill Uhouse on UFO Simulators) but do not have compelling evidence in this theory to fall back upon, but it is greater in competency to see the proton shower ideation from a StarCraft BroodWar typic circumstance level from the aside of &#039;Plasma Fire&#039;. tbd if I make this interesting side story about StarCraft narrative theorizing a further topic of discussion in bleed-through.&lt;br /&gt;
------------------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------------------&lt;br /&gt;
 Please do not take this as anything more than a context argument in valid use of the topic consequence of science fiction as a divide and entertainment. These minor points are not valid truth or proof but my addition to the visitation of proof. To compel my play in a further forward competitive and contemplative meta-game of X-COM UFO Defense, not a search for proof nor recognition or confirmation surrounding said mentions prior.&lt;br /&gt;
&lt;br /&gt;
 [[File:Fall Back interceptor in Thule as an air argument Jan 21st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 I find that there is value in overshooting one of two moving ground based interceptors, and moving the second to intercept. Here I notice another one of the unmarked advantages of Thule AFB as a location statement in X-COM UFO Defense. &lt;br /&gt;
&lt;br /&gt;
 When you engage a UFO in the surrounding areas in the minor islands and parches near Thule AFB, you will find that it is greater than average, potentially overstandard that there will be land to fall on in a landed or crashed UFO. More than you might realize it is defended in X-COM UFO Defense via game logic.&lt;br /&gt;
&lt;br /&gt;
 [[File:Landing UFO-5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I eventually forced the UFO-5 to land but again there was an exchange of fire, Neither craft was discernibly effected and it landed to a SKYRANGER Mission. It helps to deploy your SKYRANGER directly against the UFO in intercept because they will not fire-in-the-lead on your SKYRANGER in this instance.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Conventional Spread Army in UFO-5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Saved Files show some interesting Conventional Weapons Soldier tactics and orientations and the reality of the misfiring danger in average use with lowly or untrained Soldiers(Rookie-Squaddie).&lt;br /&gt;
== Jan 21th - Jan 30th Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:UFO-5 Turn 5 Jan 21st.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
&lt;br /&gt;
== Jan 21st - Jan 30th ==&lt;br /&gt;
&lt;br /&gt;
 This Section is mostly Snapshot devices in BattleScape. This is the same in-game battle as the previous section for the most part in terms of X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Weird Geometric arguements UFO-5 Turn 5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 [[File:Sell Funds Jan 21st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The sold funds buy 2 Workshops&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || x 2 Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laboratory Jan 27th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Large Radar complete Jan 26th.&lt;br /&gt;
 &lt;br /&gt;
 Laboratory complete Jan 27th.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Living Quarters Jan 30th.PNG ]]&lt;br /&gt;
&lt;br /&gt;
 Not clearly pictured, but there is a new Living Quarters on Base 2 on Jan 30th.&lt;br /&gt;
&lt;br /&gt;
== Jan 30th - Feb 5th and Terror Mission Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 30th-Feb 4th Terror Mission Turn 2.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Jan 30th - Feb 5th and Terror Mission ==&lt;br /&gt;
 Theory of use with Use of Sale in Research and Multi-level Usage of Research Project Material feature&lt;br /&gt;
 &lt;br /&gt;
 [[File:Available Research vs Stores 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Available Research vs Stores 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 January End and Score update.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Funding Change January.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Cannon rounds were sent to Wright-Pat AFB for rearm of a 2 INTERCEPTOR via 3 Hangar response with cannons as an-anti-small craft setup for defense.&lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Rifle Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Started Laser Rifles Feb 4th.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Opening Monument Covered Hangar-Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Added 1st step covered Hangar on Monument - needs to be surrounded by 1 square of other structure buildings to maintain security, despite connectedness to access-lift making it a 5 square weak point.  Isolated access entry via 1-square-connected access-lift is safer vs attacks but slower in 2 base especially if diffuse management of engineering assets is needed for Faster Alien Alloy Production.&lt;br /&gt;
&lt;br /&gt;
 Alien Alloys have a max worker budget per base at 100 Engineers Maximum per Base, so 2 Bases could both do 100, and you could produce at 200 at a time collectively, while 1 Base is capped at 100 even if there are theory maximum 250 engineers present.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Pine Gap-XSB Laboratory-Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Pine Gap is XSB in this instance, this is a Xenoscience Base -- which is flexible except a need for 2 Laboratory and 2 Living Quarters, as well as at least 1 General Stores. Set Down Living Quarters and Stores on Feb 1st. XSB is in this instance also a working intercept/covered light fighter housing in depth of all size minus 1 2-by-2 Hangar-sized comparison.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Start Producing Laser Pistols asap, During Terror Mission 1 Deployment - Feb 4th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Throughout this timeframe Laser Pistol, Rifle, and Heavy become produced and your conventions shift to a step-stance between&lt;br /&gt;
&lt;br /&gt;
 (Conventional -&amp;gt; Laser)&lt;br /&gt;
&lt;br /&gt;
 [[File:Workshop Complete - Feb 2nd.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Another Workshop complete but lack of Workers means looking for UFO contact to intermittently finance Engineers pre-(Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat Transfer 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Intermittently housing alien corpse in Wright-PatAFB continue until a tech pattern expansion and stores under-utilization in XSB used only for research.&lt;br /&gt;
&lt;br /&gt;
 [[File:Wright-Pat Transfer 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Feb 5th to March 5th and Laser Cannon Tech Complete Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Feb 4th Terror Mission Mission Turn 3-Feb 5th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Feb 5th - Feb 26th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Feb 26th-Laser Cannon Complete.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Feb 5th to March 5th and Laser Cannon Tech Complete ==&lt;br /&gt;
&lt;br /&gt;
 This is a long tactics section that highlights the topic circumstances and techniques-advantages of the Conventional Weapons Class in X-COM UFO Defense (1994) in the Terror Mission vs Floaters and in specific Reapers and Floaters as a joint-army type vs 14 X-COM Soldiers with no armor support.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Due to the disadvantages of 2-by-2 units such as Tanks(X-COM) and Reapers(Floater army) you have a very positive and potentially direct movement for any Soldier in 1-vs-all decision making in the early game as X-COM.&lt;br /&gt;
&lt;br /&gt;
 By use of the tech tree that is described you can make use of AC-HE and Small Rockets to clear partial alleyways into the embankment architecture with overly negatively-efficient means. This meaning that you have too much single firepower vs group motion of firepower, but it is spread in a dangerous direction due to the in-accuracy and need of movement of lowly or untrained staff (Rookie-Squaddie).&lt;br /&gt;
&lt;br /&gt;
== Paradox Movement in Partial Advantages of the Conventional arc (Rifle/AC-HE/Small Rocket), vs Laser arc(Alien Grenade/Laser Rifle/Laser Pistol and Tank/Laser Cannon) ==&lt;br /&gt;
&lt;br /&gt;
 To further describe this relationship, I present the following terms about Laser Weapons Class vs Conventional arc (Rifle/AC-HE/Small Rocket) and describe the opposite in such as disadvantages vs Laser Weapons Class continuously.&lt;br /&gt;
 &lt;br /&gt;
 Laser Cost Advantage: There is a single cost of use for any Laser Weapon as long as the weapon is not destroyed.&lt;br /&gt;
 Conventional Cost Disadvantages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The equipment (Auto-Cannon and AC-AP at cost, and AC-HE at cost as a single soldier -- or abstracted on entire arc as a single forward Soldier at distance to succeed) vs (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage). &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Conventional arc is in my approximation nearby but steadily standardly disadvantaged in terms of height vs Laser Weapons in this attitude(Range vs Point-shooting at hazard to X-COM person soldier). &lt;br /&gt;
 &lt;br /&gt;
 The advantages are thus that the single Conventional forward point-shooting soldier requires ongoing cost-in to succeed and is inaccurate but standardly similar in terms of energy usage vs destructible architecture and embankments via Range deconstruction vs Laser Range as a continuum-distance statement vs. and as X-COM opposed.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 In the following scene there is depiction of the forward group of 4 soldiers differently equipped encountering 3 alien units in a group, 2 Floaters in cover-in-distance pattern and obscured : and 1 &#039;Reaper&#039;(this is an unusual abstraction unit)Tank/Soldier threatening the group nearby broken house as a cover mechanic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover in houses Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 As you see the covering soldier at the hallway edge is in the blast radius of a previous engagement of the &#039;Reaper&#039; and it was a single use of Small Rocket that killed the alien unit, and cleared a hallway into the house and surrounding area ( in one reaction vs Laser Weapons Class advantages in splitting-&amp;quot;Laser Fire&amp;quot; in Ranges vs Obstacles and alien units).&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Another mistake in design vs the type advantages of Laser Weapons, here you see that the unit in Movement Pointer(MP) has a Heavy Cannon. I introduce the idea that if you see an indistinct design you should abstract against all types it could be run with. In this situation that means:&lt;br /&gt;
&lt;br /&gt;
 HC-HE - High Explosive available in context range (4 max 3-by-3 stars in effect) which has a unit-distance 0 reaction-relationship in arming from aside and in-effect friendly shell misfires.&lt;br /&gt;
  &lt;br /&gt;
 HC-AP - point of attack high power slug. Use as a Tank/Cannon with extra potential mobility for soldier as a movable arm. It is like a super-rifle in arm standard and damage to environment (as a relationship with speed over time units).&lt;br /&gt;
&lt;br /&gt;
 Because of this you need to assume that all loaded HC ammo is HC-HE as a minor disadvantage from cross firing and intermittent obstacles as a mission cover concept with no tactical depth in &#039;scoring&#039; (in X-COM UFO Defense (1994)). &lt;br /&gt;
&lt;br /&gt;
 Assume the difference of Conventional(Visible 2 Rifles and 1 Heavy Cannon) vs a competent distance of Laser Weapons low-standard for 3 Soldier in term-of weight (2 Laser Rifles, 2 Laser Pistols).&lt;br /&gt;
 &lt;br /&gt;
 Imagine this alternate composition in place in 3 soldiers in screen vs &#039;Reaper&#039; unit. The Cups or cans in reticle is not a problem as an obstacle for Laser Pistol or Laser Rifle, Nand the walls are Rifle(type) and Heavy Cannon evident. HE-HC Auto-cannon would cause 1-3 casualties in misfire but careful use of 3 soldiers in Laser Range at low standard would make moving vs &#039;Reaper&#039; not useless but disadvantaged in most cover engagements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 1-of-2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The Soldier further away from the &#039;Reaper&#039; unit has a free shot out of structure without movement. Other 2 force-invalid Soldiers are forced overwatch on fallen back X-COM-negative arcs or cover-over-context.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Top-Down 4X(X-COM Soldiers : Conventional) vs 3O(Floaters and Reaper)&lt;br /&gt;
 2 Menacing Floaters in obstruction and not safe range, one Reaper 2 by 2 near right-bottom.&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
 [[File:Overhead Reset Reaper.PNG]]&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The lead in attack is a rifle soldier that is powerful and effective vs (Floater Soldier).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 2-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Unit gets countered by depth of fire and lack of tactics in the advance position, vs inadequate armor in a type vs &#039;Plasma War&#039;.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Second side Reset Reaper Part 1 of 2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As X-COM Soldiers move outward of the 1-square infantry-movable open hallway, they can be initially prepared in terms of retreat after 3-4 loaded-(Rifle) shots, be them Snap Shot or Auto Shot vector grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 1-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As the confront is a fallback-possible position to pull the moving defender into a crossing range of failing fire as a standard of retreat vs. angles in the open windows via position this (in X-COM UFO Defense (1994)).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 2-of-2.PNG]] &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Initially destructive as as a piecemeal advantaged-benefit to covered defended positions or groups of Conventional Soldiers(X-COM), you can see it is more direct and has less overall use than you will see in Laser Ranges as an outlay of Obstacle Destruction in a per-series count of destruction as a number or abstraction of base-value integers.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Save of Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 ``With lack of reasoning, point-shooting is a very negative behavior for your group and can discourage a simple-take quasi-crystal with non-regard as prepared failure vs magic.``&lt;br /&gt;
&lt;br /&gt;
 But you can see the Civilans will survive and mass in numbers because you have so much ground area between them and (Civilian) assumed &#039;waypoints&#039; based on calculation and correctness of game logic in values. (Civilian Faction in Red)&lt;br /&gt;
&lt;br /&gt;
 [[File:Cover in Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Win and Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Bought 19 Scientists: Feb 5th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Feb 5th.PNG]]&lt;br /&gt;
== Cannon Light Fighter Feb 6th : 2 INTERCEPTOR by 3 Hangars ==&lt;br /&gt;
&lt;br /&gt;
 Day 1 fastest Light Fighter - Feb 6th : Cannon&lt;br /&gt;
&lt;br /&gt;
 The good thing about Cannons is that it will scale about directly in an appropriate manner to the UFO Scout-superclass(Small Scout, Medium Scout, Very Small) in terms of damage to the craft vs Usable Cannon(x50) rounds per craft.&lt;br /&gt;
&lt;br /&gt;
(type)Cannons are not appropriate vs Medium UFO Class and above,&lt;br /&gt;
 in terms of 1-off 1-and-all air battles, in &#039;point battle&#039; as a simulation abstract-exclusive term:&lt;br /&gt;
&lt;br /&gt;
 of point battle warfare as a war-frame budget or type of war-frame warfare.&lt;br /&gt;
 &lt;br /&gt;
 [[File:1st Light fighter Feb 6th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Workshop : Feb 6th&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:6 Workshops placed - Feb 8th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Living Quarters(2) : Feb 21st&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Living Quarters x 2 || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Heavy Laser and 2 Living Quarters Feb 21st.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Heavy Laser Complete -&amp;gt; Laser Cannon : Feb 17th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Heavy Laser Complete Feb 17.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
== Inventory of Thule AFB in Post-Research Reasoning ==&lt;br /&gt;
 It is interesting to consider that you do not need to use your scrapped or stolen Artifact post mission at Exit.&lt;br /&gt;
 &lt;br /&gt;
 With this idea of tamping down your inventory into holding uncertainty you reach-in-depth or provide depth-of-person-reasoning in depth.&lt;br /&gt;
 You can hold your idea of profitability vs. (the idea of start-up cost as a constant in terms of ) : use as tactics : in X-COM UFO Defense&lt;br /&gt;
&lt;br /&gt;
 You can then unitize the shear-logic upon the sidedness of your holding armies as - 14 Soldier : Conventional -&amp;gt; Laser &lt;br /&gt;
&lt;br /&gt;
 I will use Alloy and armor at cost if need be so I Will never (unless minor Engineer cost is evident to repair profit cycle in mid month) sell Alien Alloys or (Elerium 115) but I hold Plasma Rifle as an example of use and sale in perpendicular Weapons as Class : statements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Inventory in Thule After Terror Mission 1 - Feb 5th.PNG]] &lt;br /&gt;
&lt;br /&gt;
 You start to hold more Laser Weapons as time goes on and less useable clips as the limiting factor leads sale of weapons over clips, and replacement with more dense Laser Class Weapons that only require 1 piece of equipment with no use of weight drop-off among n groups of 1 or greater Conventional -&amp;gt; Laser equipped X-COM Soldiers at abstraction vs indiscriminate and reducing range in depth : to reach to Lasers as a Standard or Range Politics as direction in/and vs. X-COM UFO Defense (1994).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laser Transition from conventional.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 As you run out of HC-AP and HC-HE you should sell Heavy Cannons as the Laser Tanks are becoming evident on the next spectrum of step-usefulness pattern advance and engagement.&lt;br /&gt;
&lt;br /&gt;
 in addition you should hold the Rifles until you have no clips but do not have them in the SKYRANGER to allow for more Laser Rifles and Heavy Lasers in Inventory to overlap and reduce the usage of the concept of Small Rockets and AC-HE and AC-I over AC-AP.&lt;br /&gt;
 &lt;br /&gt;
 I am starting to realize that mass Smoke grenade as an outward concept of protruding warfare tactics in alien base assaults and Terror Missions and Medium Class UFOs and above, can be very powerful in ultimate reasoning of effectiveness over tag-fire as a continuum concept of academic logic expansion of various groups over a filling-random anti-player opponent(as X-COM with Smoke Grenades). It costs one turn to prime for &#039;0&#039; and reset it at your shoulder item slot. This will cover the point of attack with positional concealment, even if there are survivors -- at no cost to X-COM Health points as a metric of success.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Removing riles and Heavy Cannons for Laser Pistols Feb 9th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Engage UFO-6 and both craft INTERCEPTOR, UFO fight for minimal damage : Cannon &lt;br /&gt;
 UFO-6 Lands:&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO-6 - Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Landed Mission UFO-6&lt;br /&gt;
 [[File:UFO-6 Landed-Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
== Final Steps to Laser Cannon Technology and Approximate Scoring ==&lt;br /&gt;
 &lt;br /&gt;
 I made a minor user error in losing a Terror Mission and all the points associated but survived in a month (Superhuman is the only one I use and you need better than -500 to &#039;Survive&#039; the month in (boolean null standard territory of 0 or -1 when -3 will lose) you vs./via the game via (alien)minor changes on the game map globally, despite intermediate player-losses.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Feb Month Summary-lost Terror mission.PNG]]&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Living Quarters(2) : March 1st&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Living Quarters x 2 || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Thule AFB Base March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Update your Laser System as you produce engineering goods for profit over the period in time prior to Laser Cannon Research being complete in your play-through, despite date in game.&lt;br /&gt;
&lt;br /&gt;
 I added Heavy Rockets, and Heavy Laser in approximately the same timeframe of advancement. When you are moving away from Conventional Class weapoins and into Tank/Laser Cannons, this also means moving away from AC-HE by using Rocket Launchers around it at last stand of logic before transition to &#039;pure&#039; Laser Weapons Class. &lt;br /&gt;
&lt;br /&gt;
This, : in effect : continuously increasing weapon standard : requires a mixing of conventions to move equitably and not ever using AC-I but holding it, relates to overstaff as a training but not a budgeting-standard not a game(read game logic) mechanic. if there were night missions. I still do not have Motion Scanner, which is an early game advantage and mid-game -tech stable as your team transitions into lower counts of X-COM Soldiers in tune of Tank/Laser Cannon via &lt;br /&gt;
&lt;br /&gt;
 1 Tank/Laser Cannon , 10 Soldiers : Laser Weapons and Personal Armor &lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
 &lt;br /&gt;
 2 Tank/Laser Cannon , 6 Soldiers : Laser Weapons and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 Ultimately there is less of a choice in AVENGER(2 Tanks, 3 Tanks or 4 Tanks) in the mid-game and beyond as your range is in question to your liability in the game vs the use of it as a profit organism that required tech and &lt;br /&gt;
&lt;br /&gt;
 (Elerium 115 Secret plot device): Free Tanks/Workshop products as mentioned far above in tips -- see Light Fighters etc.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Update your Laser System March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Further advance in my Bases as 2 set Units moving up to the Top over time from Bottom as transposed/connected with Base 1 &#039;Thule AFB&#039; placing 4 Hangar for covering Light Fighters primarily in mid-game as a Single Air Command structure vs range and radar depth March 5th - &amp;gt; beyond&lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-PatAFB Base March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 LC Completed on March 2nd&lt;br /&gt;
 [[File:Laser Cannon at March 2nd.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 LC Deployed March 5th:&lt;br /&gt;
 Tech is next standard Question - When to advance&lt;br /&gt;
 &lt;br /&gt;
 [[File:Laser Cannon Tech Complete and open field - March 4th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Mixed Conventional : 1 Tank/ Rocket Launcher and 10 Soldiers : Aggressive Tech Advance vs Sectoid ==&lt;br /&gt;
&lt;br /&gt;
== Initial Theory of Aggressive Tech Advance and Theory of Use ==&lt;br /&gt;
&lt;br /&gt;
 This build order variant is the most high technology leaning flavor of the 3 sub sets that are presented.&lt;br /&gt;
 &lt;br /&gt;
 These being - &lt;br /&gt;
 14 Soldier : 1 Tank/ Rocket Launcher and 10 Soldiers : 2 Tank/ Cannon and 6 Soldiers &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This is a technology race build in that you move into Laser Cannons after Researching the first alien technology that you can find. The build I go here initially involves Researching Plasma Pistol and Clip as well as Mind Probe early. You can then use the &#039;Free Tanks&#039; Engineering efficiency window to make these your primary profit producing goods for no material costs. &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This build will be more advantaged in the mid game and late game as a Technology-heavy option for the highest soldier preparation including Hovertanks/Flying suits and Blasterbombs. The curve the tech takes involves scouting for alien base early which relies on a good match with the race that you encounter first, with advantages in early high tech as a set-up at first take in January.&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This orientation is the ideal set up for an early capture plan to rush into Sectoid Leader and Psionics in the early game before late April, and could be a quicker date-time based opening into advanced tech, than a more macro oriented strategy in terms of building Laboratories, Workshops( Or additional Hangars) as a step-up building plan for mid game.  &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 The main power of the build revolves around the use of the opening equipment(deemed Mixed Conventional) which is in effect Ac-AP and HC-AP primarily. This allows the need to make only very small purchases other than Tank/Rocket Launcher (x 2) which is a powerful, more highly efficient HWP than Tank/Cannon. On average the Rocket Tank is the best opening in terms of raw power, vs opening Plasma Pistol fleet Sectoid. The advance topic of high technology as the goal is also apparent in this build by use of an opening Large Radar Array, which is a net benefit in Artifact recovery rates and number of detected UFOs in the early game.&lt;br /&gt;
&lt;br /&gt;
== Thule AFB anti-Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Anti-Type 1MixedConventional 1Tank Rocket Launcher and 10 Soldiers-.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Thule AFB Type 1 ==&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Type 1MixedConventional 1 Tank Rocket Launcher and 10 Soldiers.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Large Radar Array ( Building for 25 days) x 1 : $800,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 2 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 20 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Tank/Rocket Launcher (Transfer in 96 hours) x 2 Cost : $480,000&lt;br /&gt;
&lt;br /&gt;
HWP Rockets(Transfer in 48 hours) x 30 Cost : $3,000&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 6 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 26 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER 1 item Loadout.PNG]]&lt;br /&gt;
 [[File:SKYRANGER1Loadout.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 1 Tank/Rocket Launcher and 10 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 5 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 11&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 8&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
Stun Rod x 4&lt;br /&gt;
&lt;br /&gt;
Electro-flare x 6&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
 [[File:Stores MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]] &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Base Information Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
 [[File:Research Medikits.PNG]]&lt;br /&gt;
30 Scientists | Laser Weapons | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 5th ==&lt;br /&gt;
 &lt;br /&gt;
 From my point of view in comparison, this mixed Conventional(Auto Cannon - AC-AP, Rocket Launcher, Heavy Cannon - HC-AP) loadout with Tank/Rocket Launcher, is the best inventory for the price, without advanced tactics related gameplay.&lt;br /&gt;
 &lt;br /&gt;
 It is most of what you would need in just the standard equipment and 1 Tank/ Rocket Launcher but I will buy 2 because it takes so much more time than you can afford in the early game to transfer them. The Standard Equipment Jan 1st in X-COM is the easiest to use, but not always best(for advanced tactics).&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 The use of Tank/Rocket Launcher is very efficient and effective in 1st strike opportunity vs &#039;Plasma Pistol fleet Sectoid&#039;.&lt;br /&gt;
 &lt;br /&gt;
 It eventually produces an overmatched strongside vs the alien lines when in effect, which relates to your effective tactics being overwhelming even vs larger groups of Sectoids in the early game (Superhuman Difficulty).&lt;br /&gt;
&lt;br /&gt;
 [[File:Open tactics as high-tech.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Difference in use of Rocket Launcher vs open or &#039;locked&#039; voxels at Range ==&lt;br /&gt;
&lt;br /&gt;
 You&#039;ll notice that if I point out that this was a direct hit on this Sectoid, the (actually really unlikely in my experience) 2-voxel wide bridge causes a weird field-of-fire inconsistency, where the number of squares effected move outwardly in multiple directions from a different pace based around the logic that only some blocks can be effected by explosion. I refer to the voxels this water case-state as &#039;locked&#039;&lt;br /&gt;
 &lt;br /&gt;
 The main effect is that the water does not have a cratered appearance and thus will not be effected by explosion in the same way as walkable path ground.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Rocket-tank as an overpower 1 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Rocket-tank as an overpower 2 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 You can see that the overall group of Soldiers is outpaced by the effective use of Tank/Rocket Launcher. If can aim correctly in lead, you can be almost sure of 1-2 kills per turn. If the Tank/ Rocket Launcher is a failure in the lead, the redundancy of group that made up the Soldiers contingent will use the overlap of the (available)Rocket Launcher that is a unit-item not attached as a HWP.&lt;br /&gt;
 &lt;br /&gt;
 You can see logistic and control issues using the unit-item Rocket Launcher as well as the Tank/Rocket Launcher in tandem terms of group dynamics as a &#039;Sensor&#039;.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
[[File:Rocket-tank as an overpower 3 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Concealment to cover advance for a one man straggler.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 Consider losses in this scenario or continuity in this nearby link below:&lt;br /&gt;
 See full explanation here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Jan 5th - Jan 8th ==&lt;br /&gt;
== [[Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points]] ==&lt;br /&gt;
 Consider in this nearby link below the idea of the Differences of Laser Ranges vs (Mixed)Conventional in Increment arcs and move-out potential in full explanation here -&amp;gt; [duplicate]&lt;br /&gt;
-------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 (top down for continuity)&lt;br /&gt;
  &lt;br /&gt;
 [[File:Mid-premise 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This in effect usage of Tank/ Rocket Launcher allows you as a player to use the advantages of geometric units to avoid the average need of maneuver under enemy reaction fire in coverage by average concept grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Geometery 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The inside invasion tactics are overpowered by your numbers as a result relating to less tactics with the use of (Mixed)Conventional over other group types for X-COM Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Geometery 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Score Screen for UFO-2&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO Capture UFO-2.PNG]]&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
== Artifact Retrieval As removal from engineers in a Build Order Budget == &lt;br /&gt;
&lt;br /&gt;
 As you can see the effective use of the (Mixed)Conventional X-COM Soldier is more than you would need in terms of small UFO (Medium Scout), and is an effective route of removing the need for more profit making entities. As a statement this high tech build- goes in primarily one direction(-&amp;gt; Laboratories) and lacks depth before AVENGER in manufacturing.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Closing DIstance.PNG]]&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
 [[File:Building improvements at Jan 5th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 You can net 1.8 Million as a group but you can not relay the negative at this time vs your lack of knowledge vs the alien exercise and related concealment of base in location as a standard of concealment in abstract unit-1 depth terms.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Aftifact runs can be very effective UFO-1 1.8 Million.PNG]]&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Conventional and 2 Tank/Cannon 6 Soldiers Opening: Stable Alloy Infantry Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
== Conventional and 2 Tank/Cannon 6 Soldiers Opening: Stable Alloy Infantry Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
 This is a build the leverages the cost advantages of using Rifles and Tank/Cannon without using upgrades in conventional besides HE and Smoke/Proximity Grenades, If you check the prices it is operationally cheaper in terms of survival-in-wear than the Tank/Rocket Launcher. &lt;br /&gt;
 &lt;br /&gt;
 The theory is to pick Alloy First and then Personal Armor if you lose your tanks as an opening advantage into Laser Cannon -&amp;gt; 2 SKYRANGER and then Unified at AVENGER(Laser Rifle Standard Soldiers and Tank/Laser Cannon)&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 13th  Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Conventional and 2TankCannon 6 Soliers Opening Jan1st-Jan13th.zip]]&lt;br /&gt;
 [[File:Jan 13th Crash Site UFO-2.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Conventional and 2 Tank / Cannon 6 Soldiers Opening : Type 1 ==&lt;br /&gt;
== Thule AFB anti-Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Counter theory for theme building Radar anti-type Type 1 Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
== Thule AFB Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 [[File:No Radar True Type 1 Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 1 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Hangar (Building for 25 days) x 1 Cost Each : $200,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters (Building for 16 days) x 1 Cost Each : $400,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Sells:&lt;br /&gt;
 [[File:Type 1 Sell Jan 1st Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 9 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 13 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Tank/Cannon (Transfer in 96 hours) x 2 Cost : $420,000&lt;br /&gt;
&lt;br /&gt;
HWP Cannon Shells (Transfer in 48 hours) x 79 Cost : $200&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
Rifle ( Transfer in 24 Hours) x 4 Cost Each : $3,000&lt;br /&gt;
&lt;br /&gt;
Rifle Clip ( Transfer in 24 Hours) x 29 Cost Each : $200&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 9 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 6 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
Small Rocket ( Transfer in 24 Hours) x 5 Cost Each : $600&lt;br /&gt;
&lt;br /&gt;
Large Rocket ( Transfer in 24 Hours) x 1 Cost Each : $900&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
High Explosive ( Transfer in 24 Hours) x 40 Cost Each : $1,500&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade ( Transfer in 24 Hours) x 19 Cost Each : $150&lt;br /&gt;
&lt;br /&gt;
Grenade ( Transfer in 24 Hours) x 14 Cost Each : $300&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 105 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) ( Transfer in 24 Hours) x 44 Cost Each : $1,240&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER Loadout Jan 5th - Items Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 [[File:SKYRANGER 1st Loadout Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 2 Tank/Cannon and 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 4 | Pistol Clip x 4&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 1&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 3 || Large Rocket x 1&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade x 4&lt;br /&gt;
&lt;br /&gt;
High Explosive x 9&lt;br /&gt;
&lt;br /&gt;
Electro-flare x 6&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
 See above or load file(too much legwork currently)&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
 [[File:Accidently Delayed Research Jan 3rd Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I delayed research projects until scientist arrived Jan 3rd(inadvertantly).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Base defense and Capture Defense in Detail Jan 5th Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 There are also 11 more Soldiers to defend the 1st Base during SKYRANGER Missions&lt;br /&gt;
&lt;br /&gt;
23 Scientists | Laser Weapons | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 1st - Jan 13th ==&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 There was an initial delay in the use of researchers until Jan 3rd when the entire team arrived at (23 Scientists). I choose to use Laser Weapons at the first point but I think this may have been an over commitment t the 1 base version of the mid-game.&lt;br /&gt;
&lt;br /&gt;
I therefore purpose that the 2nd file anti-Type 1 above be used in theory with a Motion Scanner as 1st technology before Alloys -&amp;gt; Personal Armor due to displayed weakness (in Terror Mission 1).&lt;br /&gt;
&lt;br /&gt;
 [[File:Initial Orientation as a Prototypical Structure vs Plasma War Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
The disadvantages of the Class:&lt;br /&gt;
 &lt;br /&gt;
 2 Tank/Cannon : 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
is not apparent by the advantaged position of the entry vs the UFO (Medium Scout) positionally.&lt;br /&gt;
&lt;br /&gt;
 In times there is an advantage to using this smaller group but it can be much more time-intensive as a theoretical mission-type(Artifact Raid as Mission or control Maneuver) in that you revert to a profit model.&lt;br /&gt;
 &lt;br /&gt;
 Stockpile retrieval and disarming-engagements become the initial goal of use-cover to cover the area tangible for stockpiling person soldier Carriers vs heavy response of loitering alien units(Sectoid) and unit-companions(Cyberdisk) in Terror missions in particular.&lt;br /&gt;
 &lt;br /&gt;
 1&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 1 Jan 13th.PNG]]&lt;br /&gt;
 2&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 2 Jan 13th.PNG]]&lt;br /&gt;
 3&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 3 Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 With low scout patterns due to the use of tanks as a frontal process, you will gain a lot by grouping all 6 behind a tank and by obstacles, If you can not see them near the UFO : &lt;br /&gt;
&lt;br /&gt;
 It is much less likely they will have a free-shot Alien Grenade in window of your open units at maximum angle and range, as AI tends to dictate.&lt;br /&gt;
 &lt;br /&gt;
You can move in pattern behind both tanks as the inital non-effect movement of the Sectoid fleet setup is more plasma pistols but not in depth of range and reason. They use them as a defended harass type without reason of outward cause. One one or two will pick at your weaknesses with 1-2 per turn Plasma Pistols. &lt;br /&gt;
&lt;br /&gt;
This is the weakest use of Plasma Pistols and shows a hardware checkpoint in terms of depth to the player. Tank/Cannons are able to hold 6-10 shots vs Plasma Pistol in this orientation due to (type)(Alloy or pseudo Alloy Armor)&lt;br /&gt;
&lt;br /&gt;
 In this use of cover as a tactic of containment, you want 3 moving units to breach the door for the UFO (Medium Scout). You will see the main disadvantage to using &lt;br /&gt;
&lt;br /&gt;
 2 Tank/Cannon and 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
 is the Capture of the interior craft : UFO Craft Represented as an Interior Battleground :&lt;br /&gt;
&lt;br /&gt;
 So you need to drop the only Rocket Launcher to cover the 3rd man with 2-by-2 defense of the outside of the UFO(1st use of this is important as in this build you do not have to build or buy them, but I would not sell the ones you get at Jan 1st.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Dropped Rocket Launcher Jan 13th.PNG]]&lt;br /&gt;
== Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Boundary Theory: UFOs represented as an Interior Battleground ==&lt;br /&gt;
== [[Theory of Small Craft represented as an Interior Battleground]] ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Jan 13st - Feb 20th  Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 I put a bunch of files in one section because the screenshots became confusing to organize over saves.&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 13th Crash Site UFO-2 Continued -Jan 24th Terror Mission.zip]]&lt;br /&gt;
 [[File:Jan 24th Terror Mission Continued.zip]]&lt;br /&gt;
 [[File:Jan 24th Terror Mission Continued part 2.zip]]&lt;br /&gt;
 [[File:Jan 26th - Jan 28th.zip]]&lt;br /&gt;
 [[File:Jan 28th - Feb 20th.zip]]&lt;br /&gt;
 [[File:Feb 20th - Laser Cannon Feb 24th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Jan 13st - Feb 20th Laser Cannon Complete ==&lt;br /&gt;
== Recovered UFO-1 Jan 13th - Jan 17th ==&lt;br /&gt;
Purchased : &lt;br /&gt;
&lt;br /&gt;
 Living Quarters || Cost $400,000 || x 3 Build time in days 16&lt;br /&gt;
&lt;br /&gt;
 in Selling all of the alien Artifacts(except mostly all clips in size (Plasma Pistol-Plasma Rifle | Stun Bomb)&lt;br /&gt;
&lt;br /&gt;
 enough money for a Living Quarters expansion, note the Extra hangar, this is for an ultimate movement into &lt;br /&gt;
&lt;br /&gt;
 2 SKYRANGER(s)&lt;br /&gt;
 2 Tanks/Laser Cannon and 6 Soldiers : Personal Armor, Laser Weapons and Alien Grenade/Motion Scanner&lt;br /&gt;
&lt;br /&gt;
 As a series expansion of mass as a larger Infantry concept as a work-up to a unity environment when AVENGER is completed in 3 and 4 Tank AVENGER loadouts -&amp;gt; Power Armor as a standard of late-game need.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Living Quarters after Sale Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 UFO Score Screen, no Elerium because shot down by INTERCEPTOR : Cannon&lt;br /&gt;
 &lt;br /&gt;
 [[File:No Elerium UFO Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Essential Technologies at this Juncture Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Moving out of Motion Scanner in terms of Technology need into Alloy and Personal Armor Jan 13th ==&lt;br /&gt;
 == Moving out of Motion Scanner in terms of Technology need into Alloy and Personal Armor Jan 13th ==&lt;br /&gt;
 &lt;br /&gt;
 Squad Armor also called &#039;Personal Armor&#039; (even in misstep) is the main advantage of cheaper : Rifle and Tank/Cannon Squads in SKYRANGER as terms of &#039;Tank First Heavy Infantry&#039; follow-up tech patterns into AVENGER Class advance in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Squad armor is the main advantage of this set up earlier than Laser Weapons Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Scientists at Jan 17th.PNG]]&lt;br /&gt;
== Jan 17th - Terror Mission(1) ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Finished the Alien Containment in the days before the 1st Terror Mission I engage, I avoided one accidentally, because of the X-COM UFO Defense game bug that relates to the reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 The theory of Conventional (Rifle/HE) Squads in 2 Tanks and 6 Soldiers SKYRANGER is tested here :&lt;br /&gt;
&lt;br /&gt;
 I do not think it has the initial firepower advantages needed, in (Sectoid-Cyberdisk) Terror Missions and I think the average upgrade to Auto-Cannon as a 5-6 man standard could be ultimately necessary.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien COntainment Jan 19th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Tanks 1 Terror Mission 1.PNG]]&lt;br /&gt;
 At initial, the Tank/Cannon(s) can clear and are at advantages in terms of range and armor in lit areas(even at night).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Tanks 2 Opening push out of SKYRANGER Terror 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I open up concealment with Smoke Grenade in the area opened by an initial tank area decided round 1. The tanks are effective vs multiple Sectoids in response to lack of security and load bearing relationship loss in an early loss of Soldier as a Carry-Operable person soldier in :&lt;br /&gt;
&lt;br /&gt;
 2 Tank/Cannon and 6 Soldier Conventional(Rifle/HE)&lt;br /&gt;
&lt;br /&gt;
 [[File:TANKSC~1.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 [[File:TANKSC~2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
 After partial clearing (3 Sectoids Killed) by the Tank/Cannon with no losses, you can feel partially safe in the area, when moving down your 6 man team of X-COM Soldiers, They encountered a single Sectoid and made an effective shot in use of Rocket Launcher(no Additional use present) but in the turn after lost a man who was exposed with no vision of afar, leading down to 2 Tank/Cannon and 5 Soldiers.&lt;br /&gt;
&lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 1 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 2 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The true negatives of the need of this 6th Soldier as a Utility Weapon user become apparent as the 5 man squad cannot recover in advance of encumbered Tank/Cannons in relative position of broken architecture, that limits vision of afar vs unseen Cyberdisk.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 3 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 4 of 4.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Partial Recover as a mid-path Disadvantage in Tactics via Terror Mission : 2 Tanks 5 Soldiers Conventional(Rifle/HE) ==&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 1 of 3.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 The pictured 5 Soldier squad has an opportunity to make equipment changes of carry (alien)Artifacts into the SKYRANGER as an area technique of lessened risk via (Carrier efficiency vs. scouting) as a tactic of sustained advantage in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 2 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The main issue is the advancing broken Tank/Cannon line becomes engaged in further attacks and lack decision-making vs firepower in opportunity. &lt;br /&gt;
 &lt;br /&gt;
 The idea that the units are not capable of encountering the human-made obstacles is apparent in the need for &#039;Laser War&#039; as an arc setting of lack vs post-tested Technology in (Laser Rifle and Tank/Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 Losing a tank dramatically changes the strategy and thinking of the group. Forced failure in 1 Tank and 5 Soldier Combat Setting :&lt;br /&gt;
 &lt;br /&gt;
 [[File:1 Tank Lost 5 Man.PNG]]&lt;br /&gt;
== HE Use as a misstep and Failure to Respond to Loss of Tank/Cannon concerning Ground-clearing as a Directive of Survival ==&lt;br /&gt;
 &lt;br /&gt;
 User Error as a Tactician is apparent in use of the HE as a cover-clearing option and can be used at throwing range. The most important near valid negative, in terms of perfect use by an experienced used (with no add ons or covering mods of some kind in UI) is: &lt;br /&gt;
 the effect of the shell of effect per use of Explosive in terms of X-COM UFO Defense (1994) exampled in HE, Grenade, Alien Grenade is effected by material status and of surrounding obstacles of given game standard in terms of hardness. (I.e. plasma wall vs human wall, chair vs wall vs window and etc.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I was off by 2 Iso units to save my use soldier, but there was a valid opening created in terms of team value at range vs (Sectoid-Cyberdisk)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This additional encumbers the Tank/Cannon due to loss of strength in context of Obstacle clearing need in Conventional(Rifle/HE)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire +1 turn.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Tank Constriction in Range Setting ==&lt;br /&gt;
 &lt;br /&gt;
 Tank/Cannon is additionally disadvantaged as time goes on without Laser Weapons(Laser Rifle-Heavy Laser and Tank/Laser Cannon) for range clearing and necessitates the need of &#039;Laser War&#039; as an arc of Technology in X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Cover-over Fire of the Rifle on top of Tank/Cannon is one of the main disadvantages of (Rifle/HE) as a Class set-up vs Laser Rifle as a 1 item-unit Inventory&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 This Tank Disadvantage leads to further loss and a forced fighting position against a Sectoid group behind a window a broken wall&lt;br /&gt;
 &lt;br /&gt;
 (there is a weird inefficiency vs person soldiers behind &#039;double-slit-window&#039; tile of wall in this terror mission texture set: I do not trust Einstein... but I think it was Thomas Young 1802 according to &#039;https://en.wikipedia.org/wiki/Double-slit_experiment&#039;)&lt;br /&gt;
== Broken Walls as a defeat for Conventional(Rifle/HE) Soldiers as Comparison ==&lt;br /&gt;
 [[File:2 Man risk and retreat 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Full failure of edge in attack.&lt;br /&gt;
 &lt;br /&gt;
 [[File:2 Man risk and retreat 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 You could go so far as to say human-made walls and building Sprites have a direct advantage over Conventional(Rifle/HE) Soldier in direct reduction of effect as boundary to survival.&lt;br /&gt;
 &lt;br /&gt;
 [[File:3 Man Risk Terror 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 1 Soldier lost in retreat to escape with SKYRANGER to no advantages except minor score and potential of surviving Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Ditch to retreat at a loss.PNG ]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Lost Terror Mission Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Failed Terror Mission.PNG]]&lt;br /&gt;
== Jan 21st- Late January and Personal Armor ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 General Stores complete on Jan 21st&lt;br /&gt;
 &lt;br /&gt;
 [[File:General Stores Complete Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Laboratory complete Jan 27th&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 [[File:Laboroatory Complete 27th Jan.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Living Quarters complete on Jan 29th&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Living Quarters Jan 29th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Personal Armor completed at Feb 1st ==&lt;br /&gt;
 &lt;br /&gt;
 I lost 2 Tank/Cannons and did not buy any more, so this covered Soldier model of using Personal Armor is an advance of weakness toward the point of view that there is a goal to use your stable Alien Alloy in &#039;Free Tanks&#039; Engineering bug to produce 1 at a time as many as possible while advancing Research up to Laser Cannon.&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Personal Armor.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor First on Feb 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Failure as an option and turn to 12 Soldier (mixed)Conventional AP as a response to lost tanks in lowly or untrained(Rookie-Squaddie) X-COM Soldiers ==&lt;br /&gt;
&lt;br /&gt;
 Due to a lack of available force I was forced into a Soldier transition that used all of my available Conventional Class weapons including Pistol and HE.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You can see how covered it looks vs a Medium Scout in terms of available context vs alien. Remember this as a repair step with Tank/Cannon as on opening in January - early February. 12 Soldiers is a very strong and almost overpowered around vs &#039;Plasma Pistol&#039; fleet Sectoid and remains effective and profitable until Medium UFO Craft size(usually in month 3 (March) as a standard).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
 There is more to talk about here in terms of the programatic portrayal of the terrain options and how to engage with Tanks vs./or Infantry in mass. But will forgo analysis this here-  &lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Relatable subset-squares of familiar terrain series blocks example.&lt;br /&gt;
 &lt;br /&gt;
 [[File:FOrmations 4.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Basic overpower and overthrow as 12 Soldiers even after unprofitable loss of 2 Tanks and 5 Soldiers in lost Terror Mission 1.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 5.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 UFO Capture Score Screen&lt;br /&gt;
 &lt;br /&gt;
 [[File:Capture.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Options Above in Group Thinking with Overly Positive Unit-relationship vs Plasma Pistol &#039;fleet&#039; Sectoid ==&lt;br /&gt;
&lt;br /&gt;
 Built 2 more workshops and numerous engineers for transition into Laser War and 2 SKYRANGER into AVENGER in Midgame.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || x 2 Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Workshops and 5 Engineers Feb 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You basically had many advantages vs Medium Scout so moving up to Laser Pistol is all Positive in terms of Profit and Survivability : which is helpful in mid game as you hold experienced Staff for Cydonia in late game. &lt;br /&gt;
&lt;br /&gt;
 [[File:Science on a house level.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Up The Laser Weapons Tree After Personal Armor.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Worthwhile sale of Artifacts after Medium UFO Capture - holding only Stun Bomb as the build becomes more narrowly specific to need in March and beyond and overall depth of &#039;Laser War&#039; Technologies increases.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Selling Artifacts after UFO Mission.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Theory of Armor Expansion in a system vs. and opposed in terms Personal Armor as a subtype variable vs Guardian G.I. and Unarmoured X-COM Soldier as G.I. as a unit comparison ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Complete Theory here to reduce clutter -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
 Personal Armor is really quite useful all game and is an effective investment vs all types of person soldier and tank soldier Aliens.&lt;br /&gt;
 &lt;br /&gt;
 You can see it like an embankment battlefield architecture much like the Tank/Cannon depicted colloquially as moving embankments.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 They shift in mass and are best in front line fighters in case X-COM Soldiers.&lt;br /&gt;
 Notice that when a unit wears the Personal Armor the look the same from the game view --but not the inventory screen-- as a brown haired orangish tan, maybe caucasian man depicted from there on as an abstraction of basic armored soldier.&lt;br /&gt;
&lt;br /&gt;
 They typically can survive 1 shot at least of Plasma Weapons as an indeterminate Class(in terms of Fog-of-War obfuscation).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
== End of Cycle - Complete Laser Cannon - and subset approximate Scoring Feb 24th ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 After the Mission and completion of the Laser Cannon Research, I moved on to UFO Power Source as a move into AVENGER via UFO Construction and Flying Suits. The Goal is to use 2 SKYRANGER(s) as a gap until AVENGER when you use all the units from both in 1 deployment step from then on for cost at Elerium 115.&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO Power Source - Laser Cannon Completed.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 LC Completed on Feb 24th&lt;br /&gt;
 [[File:Laser Cannon at March 2nd.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Full subset-build point in time snapshot at Feb 24th below: &lt;br /&gt;
&lt;br /&gt;
 [[File:Thule AFB at point of completion of Laser Cannon.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Stores at time of Laser Cannon.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Base information at time of Laser Cannon.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:ProspectOfIgnorance&amp;diff=121345</id>
		<title>User talk:ProspectOfIgnorance</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:ProspectOfIgnorance&amp;diff=121345"/>
		<updated>2025-03-31T10:34:43Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: removing link to soon-to-be-deleted page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Table of Contents:&lt;br /&gt;
&lt;br /&gt;
== Initial Theory of Acceptance ==&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Hello, &lt;br /&gt;
 I want you to have some background before you read this crazy stuff, about what I put a lot of time into in my adult life concerning X-COM:&lt;br /&gt;
&lt;br /&gt;
 Please do not consider this anything larger than a topic of entertainment and theory advancement about primarily the game X-COM UFO Defense.&lt;br /&gt;
== I am the greatest and best X-COM UFO Defense player of all time and I intend to show the proof. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ALL OF US Love this game, but what has really changed since 1994.....&lt;br /&gt;
&lt;br /&gt;
 Firstly there is proof of actual non-inertial craft in US Airspace in 2004 off the coast of California. And yet the rest of the tryst between us and the real users of the X-COM game remain unclear. This requires an un-reasonable use of personal time and expertise to prove without any doubt that we are in unclear territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 I am an old school player from the early days of X-COM and having used this amazing website I have furthered my understanding and theory of this game. There is reason to realize that the terms in this game may be selected with use to clarify an argument which is ongoing. From here on I will allow you interest but not disapproval of my theory of science and technique. If you are not a sure person just doubt this theory of mass, and remove the mention of realty. I am going to further the understanding of the mythos of this game but I want you as the reader to remember this: &lt;br /&gt;
&lt;br /&gt;
 All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; a product of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 These are my pre-cursors that I will use in this explanation of my ultimate X-COM UFO Defense strategy:&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reticulan Continuum ==&lt;br /&gt;
&lt;br /&gt;
 (read Sectoid via Reticulan) The theory of a long term reality-bending war-riding race that diversifies genetically through conversion of people via warfare and disintegration of cultures. In effect the Reticulian Continuum creates more types by conquering worlds like what is seen in X-COM UFO Defense. This is a well known but undefined topic I use loosely in my explanation of the theories I present.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== (Elerium) 115 ==&lt;br /&gt;
&lt;br /&gt;
 The theory that Elerium 115 is a densely located and proton-packed, heavy and stable element that can be used in resonance or repair of gravity waves. Useful in formation of standing waves to generate static structures or matter-waves relating to movement within formative masses composed of fluid gravity-mass movement via space-environment as a set standard.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Some Potential Theory Uses for Elerium 115: Powerful Force Fields, Foundry, Advanced Armour, Plasma Weaponry, &lt;br /&gt;
 (My own make believe theory about plasma fires) Static Removal Simulation via Plasma Fire Uncertainty.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Static-Removal Simulation Theory ==&lt;br /&gt;
&lt;br /&gt;
 The idea that there is a simulated possibility that a theoretical near-maximum exists in terms of computational correctness, specifically in terms of forecasting simulated outputs. My proposed solution suggests this near-maximum relies on and exists in a lance or plasma or moving proportion of plasma in a state of near mass-efficient conversion into energy and/or potential mass-capable mass. (The Static-Removal Simulation Theory exists in virtual setting this.) &lt;br /&gt;
&lt;br /&gt;
 The theory relies on the conceptually large rank of possible range-capable reactions in terms of plasma conversion via mist or mixing of various unknown elements and mixture heat in a largest theoretical maximum via Elerium 115. Due to time expansion as a relative constant, this would rely on the correctness of the simulated value of said &amp;quot;Plasma Fire&amp;quot; relationship to under-utilize the over-optimized lack of physical agreements in-virtu....&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th ==&lt;br /&gt;
 Cydonia by May 29th - This is the initial save I wanted to share with the X-COM UFO Defense community, I did not take the time during the playthrough to take exact snapshots of the initial build in January - April 11th, and used an iterator style save file (on Superhuman) so I had only 10 saves to document this(potentially pretty good) Personal fastest win.&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th Game Analysis ==&lt;br /&gt;
&lt;br /&gt;
 This is the best theory of the game as of 2022 that I have ever considered or encountered, and having made a maiden run which I completed X-COM UFO Defense and defeated the Cydonia Mission on May 29th with 98 Million USD excess fund prior to the mission. &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 I am using various game bugs from X-COM UFO Defense (1994) base version with no Mods. &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 There is only one way to play the game of X-COM UFO Defense, and I will give to you the raw save files!!! &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 It is a strategy called &#039;Laser War&#039;, now let me walk you through it.  Luckily there is such ease of use that it is drag and drop just like in 1994. After this I decided to take many more snapshots of the game but this one only has 10 saves as is normal for a typical X-COM UFO Defense file tree.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 1 : Type 1 ==&lt;br /&gt;
&lt;br /&gt;
I typically name my first file &amp;quot;Type 1&amp;quot; and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it&#039;s 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 2 : Type @ ==&lt;br /&gt;
&lt;br /&gt;
I typically name my second file &amp;quot;Type @&amp;quot; and then let it be the second from the top save throughout the run through. This is a moving iterator I use as the game progresses as a current point as the saves are removed in a 10 save setup. This will be set at the last point in the game as all the files I will send will be complete successful runs. Theory being it was a surviving X-COM race that was then presented on the Internet here, so you can know that they have succeeded and the game is safe to play. This also means that any implied movement that the files present was in fact a successful(or potentially unsuccessful) mission I played in one try with no reloads (unless hardware/software failure). For example if there is an alien base run that got a captured alien commander : I had the items that are present in the save file at the point in time.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 3 - 10 : Date and or Description ==&lt;br /&gt;
&lt;br /&gt;
I typically name my other save files with the date and potentially a description in the game at the point it is saved. I did not organize this one well because I was unprepared for the unreasonable rate of success of this build order, and it made me feel the need to tell the world about this incredible run. I will typically add on the Cydonia tag as well as the date to show when the Cydonia mission was set and completed. On the Cydonia Save file I typically leave all the items for scoring or perspective but I will sell everything but Alien Alloys and Elerium 115 to self score the Excess Fund. In this run I did not sell any alien corpses at all the whole game so you can see the number of Aliens encountered per save.&lt;br /&gt;
 &lt;br /&gt;
This is the BEST game ever not theory practice. Mentioned in depth below. This is a set of game files for X-COM UFO Defense as I have it presented from Steam as a platform. You can just take this and unzip into a directory, then copy and paste these into you local games folder(You can see this on steam on a separate button, of on your local hard drive) You just have to replace this with what is already there in each of the (&#039;SAVE 1&#039; &#039;SAVE 2&#039;, ... ,&#039;SAVE 10&#039; Files in the root directory for Saves (you have to look, just look at the file structure). &lt;br /&gt;
&lt;br /&gt;
I have sometimes noticed some minor bugs in the loading of the files some times, but you only need to restart your X-COM game again if this happens, so that the files will be recognized. I am not a really practiced developer on this type of code, so I can not tell you what changes in the restart but it fixes the 2 issues that I will mention below (known loading problems with a file mismatch that seems to be solved by init x 2 lol).&lt;br /&gt;
&lt;br /&gt;
reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
 &lt;br /&gt;
 File Name : [[File:June-18-2022_X-com_Win-May28th.zip]]&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Base Theory ==&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
I have a very thought through and re-rationalized view of how to place the majority but not all of the bases in X-COM UFO Defense and I will be specific as to why I do this and how come this matters for the run.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 8 Bases Total&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Starting Base : Thule AFB ==&lt;br /&gt;
[[File:Thule AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 This stands for &amp;quot;Thule Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Thule around the world ==&lt;br /&gt;
 Thule around the world. &amp;quot;Thule around the world&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thule is the pivotal and in my experience the best place to be, and to start, in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
There are 3 major advantages:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
1: The arctic Tileset is the easiest to use in the early game due to brightness and the natural use of 1 part paths(paths in ice that must be connected but have broken away pieces of land and ice) that limit random movement into and out of the landed or crashes.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
2: Thule&#039;s tactical movement advantage is apparent due to its presence nearer to the top of the globe making for in effect greater cornering for interceptors that leave from this location vs ranging. It is a tactical advantage but I am not an advanced map user that understands as to why. &lt;br /&gt;
&lt;br /&gt;
 Forget why this is and &amp;quot;Thule around the world&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Just do that.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
3: Thule is especially advantaged by nearness to scattered landmasses and also various slopes that encourage landed UFOs (For some reason?) and also all of the locations in the nearby area are in arctic tiles. This is good because this means the Alien Opponent will not have a good time hiding a building base on your nearby topological zone.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
For reference the Alien computer opponent has different rules in effect than the player, and to build an additional base it needs to move nearby with 2-4 Flying and then landed UFOs which you will see if they are nearby in your sensor range, thus respond or detect the new nearby Alien Base (there can be numerous on the map at one time but may need to be constructed). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The downside of a sneaky base on an unscouted part of a continent you occupy with your first base, due to failure or other factors that the Alien opponent may optimize unevenly. is evident of location like:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
In central Peru or in Western North America, or in Numerous places in disconnected Africa Bases or in south east Asia or Islands near continents.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The structure of this base is built off of the base model that is presented at the first part of the game and is not altered by deconstruction so as not to relay on a disadvantage in game.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Thule AFB : Type 1 ==&lt;br /&gt;
[[File:Thule AFB Type 1-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 2 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Tank/Rocket Launcher ( Transfer in 96 Hours) x 1 Cost Each : $480,000&lt;br /&gt;
&lt;br /&gt;
HWP Rockets ( Transfer in 48 Hours) x 22 Cost Each : $3,000&lt;br /&gt;
&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 4 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 18 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 3 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Electro-Flare ( Transfer in 24 Hours) x 27  Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon ( Transfer in 24 Hours) x 4 Cost Each : $13,500&lt;br /&gt;
&lt;br /&gt;
AC-HE ( Transfer in 24 Hours) x 8 Cost Each : $700&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 8 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 8 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 3 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 6&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: STINGRAY&lt;br /&gt;
&lt;br /&gt;
Weapon 2: STINGRAY&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: STINGRAY&lt;br /&gt;
&lt;br /&gt;
Weapon 2: AVALANCHE&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
Stingray Missile x 25 | Space Used : 10&lt;br /&gt;
&lt;br /&gt;
Avalanche Missile x 10 | Space Used : 15&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
10 Scientists | Motion Scanner | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
==Analysis - Thule AFB==&lt;br /&gt;
 The game requires at the first point in the session that you optimize space for your initial incursion response team to locate the first point of contact. There are largely 2 schools of thought but they require you to meet in the middle.&lt;br /&gt;
&lt;br /&gt;
 The two schools of thought are this - Bio or Mech -- this means that you think or an infantry or a supported armored unit and infantry combination. The technique of using solely armored vehicles is necessarily disadvantaged in the terms of X-COM&#039;s use of solely infantry access locations.&lt;br /&gt;
&lt;br /&gt;
 The possible Options are thus : 2 Tanks | 6 Soldiers , 1 Tank | 10 Soldiers , 14 Soldiers due to the SKYRANGER&#039;s maximums. &lt;br /&gt;
&lt;br /&gt;
 This Build uses 1 Tank | 10 Soldiers but as the tech advances and the user gains money it is set up to use 2 Tanks | 6 Soldiers as a permanent mid-game structure prior to researching AVENGER. The Items that the user is missing to make this transition possible (other than money) is primarily the Laser Rifle. But in leu of the Laser Rifle, the teams of 2 Tanks | 6 Soldiers can use Auto-Cannons with AC-HE ammunition primarily. The other item I use is Motion Scanner, this item allows me to distinguish a termed &amp;quot;Squad-Leader&amp;quot; that will take AC-I and a motion scanner in night encounters for vision. You may need to use AC-AP for use inside the UFOs if the user chooses not to handle Rifles for entry. Once the player completes the required tech for both Tank/Laser Cannon and Laser Rifles you can rely on the 2 Tank | 6 Soldiers configuration for Terror Missions (using the Laser War Premise) and for actual craft encounters as they tech to the point of researching Alien Grenades and Personal Armour.&lt;br /&gt;
&lt;br /&gt;
Everything else in the starting inventory that was dismounted or not selected from the initial setup was sold for store space.&lt;br /&gt;
&lt;br /&gt;
 See ** UFOs represented as an Interior Battleground **&lt;br /&gt;
 &lt;br /&gt;
 See ** Number of Tanks vs Infantry in SKYRANGER and AVENGER  **&lt;br /&gt;
== Theory of Use - Thule AFB ==&lt;br /&gt;
&lt;br /&gt;
 The theory of the use of Thule AFB in this, my iteration of the &amp;quot;Laser War&amp;quot; premise in X-COM UFO Defense is key upon the prior point above concerning the need for a 2 Tanks | 6 Soldiers loadout in the early midgame moving into potentially making capture missions a priority or ideally forcing an engagement in alien base assaults.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The need thus revolves around the idea that the cost of armor is high (Read Heavy Weapons Platforms - i.e. Tank/Rocket Launcher as seen above) and because of this the cost of Laser Weapons as a profit source for your X-COM company is essential as a first step.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The reason I provide in terms of need for this premise to be the first correct statement, is that it reduces your potential of losses and allows for easier use of lower rank soldiers in useful combination with statistically static armored units -- in particular the Tank/Laser Cannon, in my position the best and most useful unit or weapon in X-COM UFO Defense. &lt;br /&gt;
&lt;br /&gt;
 This is further the case due to the fact that Tank/Laser Cannon are profitable at cost of above 140% cost of use per engineer.&lt;br /&gt;
 &lt;br /&gt;
 The use of the workshop feature of excess, is best for the high start up cost of the Tank/Laser Cannon and will net you $594,000 for holding the start up cost of $500,000 at point of proof. &lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 These funds are reducible into Engineers at $50,000 , Workshops at $800,000 and Living Quarters at $400,000 to reach theory maximum of 250 Engineers , 6 Living Quarters, and 6 Workshops capable of producing 1 Tank/Laser Cannon every 4 hours exactly.&lt;br /&gt;
&lt;br /&gt;
 Because of this initial need for Laser Weapons as a directive, you want to build the most technically heavy version of the research projects you have available. I choose Motion Scanner here because it has utility throughout the entire game and is a profit producing good that you can use while you are researching up to Laser Weapons. &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 I do not need to go for Medi-Kit as a profit making technology early before producing Laser Pistols and Laser Rifles on the path to the first Tank/Laser Cannon, and therein using this technology to stabilize on the Theory Maximum which implies a lack of usable space on the floor of the initial base, thus forcing expansion or lack of use.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
The build I use in this iteration of &#039;Laser War&#039; is contingent upon a lack of usable time format in terms of researching correctly, I remained on a low number of Laboratory (at 2 maximum) until after the first alien base assault which gained me 2 captured aliens. (Save File &#039;April 11th&#039;) ( Sectoid Leader and Sectoid Commander) This is ideal and in a best possible mode for success which implies that there is an unsustainable advance of research project available after then.&lt;br /&gt;
&lt;br /&gt;
== Alien Base Standard ==&lt;br /&gt;
&lt;br /&gt;
 Standard at point in time of attack April 11th &lt;br /&gt;
 &lt;br /&gt;
 Tank/ Laser Cannon : Lasers, Conventional Grenade, and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien Base Infantry Standard April 11th--June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 My actual limiting factor after the alien base mission is one of research speed as a constant and the cost of time being more relevant than money in terms of Laboratory production. &lt;br /&gt;
 &lt;br /&gt;
 Because of this I relied on a hotelling structure for Engineers or Scientist via Wright-PatAFB to Monument NM to optimize for my underutilization of living quarters in Thule AFB. This was needed to finish the Research and the AVENGER just before the end of May -- Which you can be capable of trying from various points and could potentially improve on a save file to bring the Cydonia mission earlier than May 29th.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Base 2 : Wright-PatAFB ==&lt;br /&gt;
[[File:Wright-PatAFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Wright-PatAFB Stands for &amp;quot;Wright Patterson Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Wright Patterson is a historic and metered response option on the eastern seaboard all the way into Western-Africa ever since Jets were invented, it is a part of a defensive network of the first 3 bases I put down in the North American Region. These three bases are as follows : Thule AFB, Wright-PatAFB, and Monument NM.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 This provides a 3 part series of movement that can be used in conjunction for overall security of your oldest X-COM base which is statistically more likely to be attacked by intruding UFO.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 1: Intercept Base - Thule AFB covers this range of motion in the defense arc, it is well designed as a basic intercept base to begin with and houses SKYRANGER and at some points( in this case all points) Interceptor for initial ranging and air battles.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 2: Air Superiority Headquarters - Wright-PatAFB is a functioning Air Superiority HQ because it has a General Stores and Hanger Space for refit and intercept but does not have a need for a SKYRANGER. Air Superiority HQ is capable to hold Soldiers, especially when they are being held to Cydonia for defense of Airfields in depth of Tanks via General Stores, as well as having Alien Containment in case of a mission failing base defense loss for redundancy in depth.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 3: Hidden Detection, Shipyards and Engineering - Monument NM is a base that functions in this capacity, in that you make delayed construction on radar to further position the Living Quarters and Workshops around a single Hangar in hopes to quickly and more efficiently transition to theory maximum 250 Engineers to produce a Tank/Laser Cannon every 4 hours. The delay of radar as a constant is in effect limited by ease of construction not fear of detection or reprisal but is a constant in-theory-boundary reasoning.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Cydonia Standard and Orient==&lt;br /&gt;
 Final Alien Encounter Counts - note only 3 Mutons encountered. &lt;br /&gt;
 &lt;br /&gt;
 [[File:Final Alien encounter Count.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Standard at point in time of attack on Cydonia May 28th&lt;br /&gt;
 Note no Plasma-- &lt;br /&gt;
  &lt;br /&gt;
 I did research Heavy Plasma but not Heavy Plasma Clip to increase my firepower from disarmed foes after landing in Cydonia underground.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cydonia Standard.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Cydonia Setup and Orient&lt;br /&gt;
&lt;br /&gt;
 2 Tank/Laser Cannon : 18 Soldiers : Lasers, Alien Grenades, and Power Armor&lt;br /&gt;
&lt;br /&gt;
 [[File:Cydonia Orient and setup.PNG]]&lt;br /&gt;
== Base 3 : Monument NM ==&lt;br /&gt;
[[File:Monument NM Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Monument NM stands for &amp;quot;Monument, New Mexico&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Monument NM is a covert ship building platform, that is your main source of 2nd base engineering cause, which relies on the need for a technical and well thought through expansion pattern. There is a common obvious problem in base building that there are not any available open surfaces to build across from and thus locked out from building. This is helped and intermittently solved by the symmetry of a Living Quarters vs Workshop :&lt;br /&gt;
&lt;br /&gt;
 Living Quarters || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
By my metric that this is a hidden underground install of a minor engineering effort as a prospect of ignorance, Monument NM is an engineering base used as a tank-factory in specific and should be visional and obscure but protected in its: &lt;br /&gt;
 1 - Narrow entry&lt;br /&gt;
 2 - Surrounded hangar&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 4 : Pretoria ==&lt;br /&gt;
[[File:Pretoria Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Pretoria &amp;quot;Pretoria&amp;quot; meaning exactly is a region not a cause.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Use of this location is mostly sensory area and closeness to a major area I can recall. &lt;br /&gt;
 &lt;br /&gt;
 Used at the end of the game for stores that I placed the alien technology into for scoring.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 5 : Pine Gap SB ==&lt;br /&gt;
[[File:Pine Gap SB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Pine Gap SB stands for &amp;quot;Pine Gap Sensor Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Pine Gap is usable as a forward use intercept base and sensor area. Pine Gap SB is mostly used for housing covered Light Fighters and potentially can be expanded later in game if you can produce Lightnings for early retrieval via teams with Blaster Bombs and roof entry - with Motion Scanners/ Flying suits. &lt;br /&gt;
 &lt;br /&gt;
 At the end of the game (May) I was producing Laboratory for final tech advance.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 6 : Stuttgart AFB ==&lt;br /&gt;
[[File:Stuttgart AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Stuttgart AFB stands for &amp;quot;Stuttgart Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stuttgart AFB is a revival base that is useful as an early fallout revival plan if you lose your first base. &lt;br /&gt;
 &lt;br /&gt;
 It is set up as a bare bones intercept base that you can build heavier as a 2-4 Hangar Intercept and infantry base or a 1-2 Hangar heavier infantry and training center with psi-labs, due to the lack of overhead in terms of space of the initial base set up (3 Hangars, Laboratory and Workshop)&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stuttgart AFB is useable like a revival base as an intercept companion base that can handle terror missions or lone supply ships that can lead to an alien base attack if needed.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 7 : Mumbai AFB ==&lt;br /&gt;
[[File:Mumbai AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Mumbai AFB stands for &amp;quot;Mumbai Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.&lt;br /&gt;
 &lt;br /&gt;
 I used a basic radar base with General Stores and 2 Hangars as a typical basic design.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 8 : Korea ==&lt;br /&gt;
[[File:Korea Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Korea &amp;quot;Korea&amp;quot; meaning exactly is a region not a cause.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.&lt;br /&gt;
&lt;br /&gt;
I used a basic radar base with no General Stores but Alien Containment for live alien storage and 2 Hangars as a typical basic design.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interesting X-COM UFO Defense Production and Engineering tips and Personal Strategy for Bases ==&lt;br /&gt;
 - I have a personal evolving theory of use on all the Base locations in X-COM UFO Defense structured around the approximate location of Pituffik Airport in Pituffik, Greenland. &lt;br /&gt;
 &lt;br /&gt;
 I am also an avid youtube video watcher about theories of math and science, ecology and biology, military history and production of goods during times of warfare-- as well as videos and interviews about various UFO installations and former employees from the position of a person who likes Sci-fi and Physics/Graphics/Mathematics/Pharmaceutical Chemistry/Psychiatry and Psychology/Computer Science and Spirituality or Religions etc.&lt;br /&gt;
== I think I broke the metagame... ==&lt;br /&gt;
&lt;br /&gt;
 Looks like if you use all of these tricks extensively there are some really interesting ways to play X-COM UFO Defense in 2022 on Windows that I have never seen anyone point out. Enjoy, but give me love internet: pancakes are not free(8.75USD! per 5lb).&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 1 : Type 1 ==&lt;br /&gt;
&lt;br /&gt;
I typically name my first file &amp;quot;Type 1&amp;quot; and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it&#039;s 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 2 - 10 : Date and or Description ==&lt;br /&gt;
&lt;br /&gt;
I typically name my other save files with the date and potentially a description in the game at the point it is saved.  &lt;br /&gt;
&lt;br /&gt;
I have sometimes noticed some minor bugs in the loading of the files some times, but you only need to restart your X-COM game again if this happens, so that the files will be recognized. I am not a really practiced developer on this type of code, so I can not tell you what changes in the restart but it fixes the 2 issues that I will mention below (known loading problems with a file mismatch that seems to be solved by init x 2 lol).&lt;br /&gt;
&lt;br /&gt;
reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Free Tanks ==&lt;br /&gt;
&lt;br /&gt;
 Available Tank/Laser Cannon in surplus at May 28th : 51&lt;br /&gt;
 &lt;br /&gt;
 [[File:Tanks Stores at May 28th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 1st - Use of the Workshop feature that allows the user to get workshop production without start-up cost ( both USD cost and materials ) IF the user has the cost and workshop space prior to production, and instead of incrementing either counter on the workshop screen ( engineers or units to build ) exits to the sub-menu.&lt;br /&gt;
  &lt;br /&gt;
 Step 1&lt;br /&gt;
  &lt;br /&gt;
 [[File:Free Tank step 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 User then returns to the item to be produced and sets the unit value up to 1 and adds engineers to build it. You will get the first increment unit for free but can continue from there if you want more at cost. &lt;br /&gt;
 &lt;br /&gt;
 Step 2&lt;br /&gt;
 &lt;br /&gt;
 [[File:Free Tank step 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Step 3 &lt;br /&gt;
 &lt;br /&gt;
 [[File:Free Tank step 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This is an increment bug on a UI element not a break or an exploit which was shipped to production 3 or more times (1994).&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
 == Use of Sale in Research and Multi-level Usage of Research Project Material ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Available Research vs Stores 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 If you didn&#039;t already know about this you can set up all your research projects like the Workshop bug, by clicking through you can set them stabily open and either sell or transfer the units of research project material to another scientific Laboratory location.&lt;br /&gt;
&lt;br /&gt;
 [[File:Available Research vs Stores 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You can even go so far as to say that the ordering of the research is component driven and specifically important in its permeative significance. The list is always in the same order at max research projects in terms of value. For example Laser Weapons will always appear on top, making it easy to believe it is important or should be researched earlier.&lt;br /&gt;
&lt;br /&gt;
== Light Fighters ==&lt;br /&gt;
 2nd - Light Fighters: This is the use of a bug that seems to be that if the user has an air unit that is rearmed and refueled, it can be transferred to another location with another hanger and it will be set 0% fuel for the rest of the game -- until it is told to return to base for repair or rearm. &lt;br /&gt;
&lt;br /&gt;
 [[File:Light-Fighters 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I call this Light Fighters because it could be done conceptually with (...lots of legwork...) that the fighters could constantly cover the light side of the planet Earth in X-COM UFO Defense as time went on and wash over intercepting at will and potentially covering for sight on bases in maximized movement patterns at cost of user clicks and no refuels.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Light-Fighters 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
This is a simple technical reality that will occur in every game which is an exploit which was shipped to production 3 or more times (1994).&lt;br /&gt;
&lt;br /&gt;
 [[File:Light-Fighters 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
In reality fast AVENGER is the quickest and best way to open into mass light fighters because then you will have no need for higher tech engineering&lt;br /&gt;
&lt;br /&gt;
vs Cost benefit-adding or profit-curve dynamic production.&lt;br /&gt;
&lt;br /&gt;
 Fastest to date AVENGER (trying this build 2 times so far) April 12th&lt;br /&gt;
 &lt;br /&gt;
 Datestamp of assumed position in time : April 12th 11:06&lt;br /&gt;
 &lt;br /&gt;
 [[File:AVENGER Complete.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 View of the base at time : April 12th 11:06&lt;br /&gt;
 &lt;br /&gt;
 [[File:AVENGER Complete Thule Base.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 3 Variants of the Covered Light Fighter Housing&lt;br /&gt;
 #1&lt;br /&gt;
 [[File:Covered Light FIghter 1.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 #2&lt;br /&gt;
 [[File:Covered Light FIghter 2.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 #3&lt;br /&gt;
 [[File:Covered Light FIghter 3.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 A Geometric take in Monument, with no UFO activity.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Monument take 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 In the Ultimate Late Game : May 8th 20:14 &lt;br /&gt;
  &lt;br /&gt;
 [[File:Ultimate Late Game Timestamp May 8th.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 5 Variants of Late Game Covered Light Fighter Hanger space&lt;br /&gt;
 &lt;br /&gt;
 #1&lt;br /&gt;
 [[File:Ultimate Late Game Type 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #2&lt;br /&gt;
 [[File:Ultimate Late Game Type 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #3&lt;br /&gt;
 [[File:Ultimate Late Game Type 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #4&lt;br /&gt;
 [[File:Ultimate Late Game Type 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #5&lt;br /&gt;
 [[File:Ultimate Late Game Type 5.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Monument&lt;br /&gt;
 [[File:Ultimate Late Game Monument NM.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Light Fighters Save Files ==&lt;br /&gt;
&lt;br /&gt;
 Formation and Horizon scanning technique&lt;br /&gt;
&lt;br /&gt;
 These are all save file trees for X-COM UFO Defense, Be sure you clear your save files folders so you don&#039;t have weird overlap, you can always just fill the folders with no data to clear them and the X-COM Game will build the files when you need them in a usual save file next time you save like in a blank install.&lt;br /&gt;
 &lt;br /&gt;
 [[File:May Light Fighter Formations Part 1.zip]]&lt;br /&gt;
 [[File:May Light Fighters Formations Part 2.zip]]&lt;br /&gt;
 [[File:May Light Fighter Horizon Part 1.zip]]&lt;br /&gt;
 [[File:May Light Fighter Horizon Part 2.zip]]&lt;br /&gt;
&lt;br /&gt;
== Laser War Save Files ==&lt;br /&gt;
&lt;br /&gt;
 Continuity save trees for the early game prior to the situation above&lt;br /&gt;
 &lt;br /&gt;
 [[File:January - March.zip]]&lt;br /&gt;
 [[File:March - April.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 1.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 2.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 3 - May 1st.zip]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
 3rd - Minor bug that will sell engineers if they are over 250 but it is a loss as a player to use it and it was accidental.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
There might be more minor ones that do not seem important but this is all I can remember at this point in time.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Theory of Metagame and Research ==&lt;br /&gt;
Because I forgot to take snapshots for this run for the first 3 months I will have to explain here while I finish the current run I am creating beyond this one. &lt;br /&gt;
&lt;br /&gt;
I plan to show Screenshots of specifics of tech movements in the early game and Battlescape Laser War strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Laser Weapons in X-COM UFO Defense are special because they fire in X-COM Unit exclusive 3 shot vector groups. The advantage I am describing is use of Autoshot for both the Laser Pistol and Laser Rifle, These are X-COM specific weapons, and they have the smallest Time Unit usage per Autoshot(fires 3 shots in a Vector group) of any class of X-COM capable weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 This is a core principle of Static-Removal Simulation Theory: &#039;The amount of length to the user is continuum on the context at large&#039;. &lt;br /&gt;
&lt;br /&gt;
The idea is that because of the conditions that the alien opponent&#039;s soldiers are under constraints in terms of tactics (material constraints in the game logic and operating system), showcases that the X-COM User is drawing from a larger set of simulative possible advances in their viewpoint on vector as aiming in a larger material context.&lt;br /&gt;
&lt;br /&gt;
 This proves out the dichotomy between X-COM Units and Aliens in terms of tactical advantages in tech and in my mind and more importantly - personal existential theory between individuals in either condition.&lt;br /&gt;
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 The Dichotomy is this : X-COM uses Lasers, Aliens are in the Plasma War and are enamored with &#039;Plasma Fire&#039; on a Society level&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
I invite you to look around the prepared pages on this website concerning the Stats and Damage for various weapons and armor so you can familiarize yourself with the weakness and positives from a damage point standpoint of either tech types&lt;br /&gt;
&lt;br /&gt;
 (Conventional-&amp;gt;Laser vs. Plasma).&lt;br /&gt;
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 Laser Weapons Class has lower damage per shot in terms of penetration, but maintains damage over range and has the maximum shots per turn per soldier. In addition if you use alien alloys to build armor of any kind you gain very large defensive benefits when fighting X-COM vs X-COM in terms of mind control or panic. Laser Pistols in particular are very low DPS vs X-COM in armor and a soldier can usually survive 5 or more shots point blank without being incapacitated.&lt;br /&gt;
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 These advantages in combination with the Tank/Laser Cannon are useful mostly in terms of cover and longevity of the correctly oriented Laser Range as a material orientation of warfare in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 The advantage of a Laser Range is that you as a larger context argument are capable of ranging your accurate movement into the surrounding area beyond what you can see and expect or preempt the movements of a set group convention. &lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Range 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Laser Range is opposable and can be used indirectly to reduce cover from a safe orientation and range vs indistinct stragglers. &lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Range 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
By spreading behind the moveable cover of the Tank/Laser Cannon you can effect fire down range in effect limiting your own movement but reducing the comparable cause in cover as a concept. The X-COM User has ultimate cause of mission and correctness in terms of firing orders, and can in some ways correct the ranging in accuracy by using accuracy lensing ( this is intentionally removing the targeting reticule from the assumed target and placing it one square before them, or in a more complicated alter lensing.)&lt;br /&gt;
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&lt;br /&gt;
 Use of these ideas imply that the Laser Weapons curve is the strongest capable plan vs obstacles and human-made structures in X-COM UFO Defense because it relies on you as an instantaneous context of individual-actor vector grouping in arrangement : side by side vs your stasis of the outer-war concept of &#039;Plasma Fire&#039; as a simulation boundary in continuity with your standard outside of the iso.&lt;br /&gt;
&lt;br /&gt;
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This topic of using self in use to aid in confinement and stasis of the simulated &#039;Plasma Fire&#039; certainty as a tech curve as you simulate into the final sequences in X-COM UFO Defense is a self directed and overweight process. Iconic aside to the correct usage of Laser Weapons implies that you use the advantages personally and provide further range through destruction of obstacles. These techniques as context are contextually related to higher outer reasoning in terms of game tactics and outer-world vector grouping. This advantage is iconic of the Laser Weapons Class in terms of range movement as a practicum of cover fire with reduction of &#039;cover over concept&#039; as a winning side argument in embankment and design of architecture.&lt;br /&gt;
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Herein lies the fundamental difference in sequence tune logic the aliens and the X-COM soldier in terms of &#039;individual fanatic&#039; a.k.a category insane units vs ranging -- (read individual person soldier that uses direct curve logic to tune technological expansion. The logic of the game lore dictates that the prior arguments are in effect and the technology that is taken from the aliens is known to them at time.) As the user causes the X-COM to advance technologically they have entry in a larger argument schema. This allows the user to category in a larger sense the use patterns, inventory, and tactics of the carrier soldiers as they technique advancement via &#039;their eyes&#039; philosophy. The opponent as a person soldier is disconnected, they will cover in pairs of symmetry not absolute tactic design. This is inherit on the basic game logic and paper design of scoring and player changes in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
 THIS IN FACT IS THE PLASMA FIRE&lt;br /&gt;
&lt;br /&gt;
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As you encounter the alien soldiers on the UFO landed and crash sites, they approach with point of force consistent with a standard setting metric. The fact that &#039;Plasma War&#039; aliens are encountered at large as an entry encounter is showing that the techniques of the soldiering have already approximated the Conventional Weapon Class&#039;s skill. In comparison you can abstract the reasoning of a 2 -3 digit integer in terms of manifold judgement on width of platforming.&lt;br /&gt;
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== Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction&#039;s basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction ==&lt;br /&gt;
&lt;br /&gt;
I wish to further purpose a following addition to the initial theory to keep my points abstract and person-oriented in terms of depth, please do not think this is a statement about reality but about theory in abstract via general examples of entertainment and sci- fi culture;  &lt;br /&gt;
 &lt;br /&gt;
 [[File:Gi as light capture devices in Covered light G. GI.PNG]]&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
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 All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; &amp;quot;BattleTech(2018)&amp;quot; &#039;StarCraft 2&amp;quot; &amp;quot;Grey Goo&amp;quot; &amp;quot;StarCraft : Brood War&amp;quot; and &amp;quot;RED ALERT 2&amp;quot;, all products of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. &lt;br /&gt;
&lt;br /&gt;
 Now I&#039;m not a Particle Physicist...But I have some pretty weird game related ideas about &#039;Material-Wedge Dynamic&#039; As a political warfare reasoning in an advance topic as a reasoning-of-theory-specific Advanced Races &#039;point-out&#039; in Video Games available in 2022 (in effect)with what is presented above.&lt;br /&gt;
&lt;br /&gt;
 The next premise requires some background as a concept for people that have no experience in certain exact representations in terms of theme and tune of emotion and Design as artistic output that I am personally aware of and are esoteric and secondary to the point at large:&lt;br /&gt;
&lt;br /&gt;
 These are all maps for games you may not be aware of that have multiple players per use of the map, these players being either Computer Opponents or Human players by design(1 or all). I will mention the name of the game in question, then the map(if there is one) and then the link to the 3rd party site you may visit if you wish on where I am referring to: this is a point of time search so the links may decay as time goes on.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 StarCraft 2 (2010) : Maps - &lt;br /&gt;
 Abyssal Reef LE https://liquipedia.net/starcraft2/Abyssal_Reef_LE&lt;br /&gt;
 to a lessor extent &lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
 King&#039;s Cove LE,&lt;br /&gt;
 https://liquipedia.net/starcraft2/King%27s_Cove_LE&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
 and Bel&#039;Shir Beach &lt;br /&gt;
 https://liquipedia.net/starcraft2/Bel%27Shir_Beach&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
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&lt;br /&gt;
 Grey Goo (2014) : Maps -&lt;br /&gt;
 2 Maps 1 Called &#039;Lost Plains&#039; I can not find even a good picture of and to a lessor extent maybe one in newer map pack called&lt;br /&gt;
 &#039;Canyon&#039;(this is not a great example, but the blue green yellow, ore placements and geysers have a similar color I was trying to point out:  are clearest in the thumbnail images on product website below)&lt;br /&gt;
 https://www.greybox.com/greygoo/en/info/features/map-pack-1/&lt;br /&gt;
&lt;br /&gt;
 Image Concepts that I can not provide:&lt;br /&gt;
&lt;br /&gt;
 StarCraft Brood War (1999) - &lt;br /&gt;
 The image of the Protoss Campaign info screen at tutorial distance with spoken introduction by the Characters in the Original StarCraft ( not Brood War, I just mention it for consistency as a standard due to superset overlap)  - The look of the &#039;post-clear&#039; weapons efficiency war power as a movable galaxy spanning armada.&lt;br /&gt;
&lt;br /&gt;
 BattleTech (2018) - &lt;br /&gt;
 Jungle Biome - if you look at this there is a similar coastal theme in terms of warm blue and rocky outcrops that look clean in volume and low in disrepair vs the destruction context or &#039;Human or Terran-like&#039; Tech species as advance of modern Mechanized Bi-pedal Warfare in topic BattleTech (2018).&lt;br /&gt;
&lt;br /&gt;
 The other 2 references are apparent in the title at &#039;Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction&#039;s basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction&#039;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== X-COM UFO Defense with/vs. Red Alert 2 &#039;Light Specific Alloy&#039; Theory Reasoning ==&lt;br /&gt;
&lt;br /&gt;
 This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft &#039;Races&#039; to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow &#039;power-option&#039; flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor interior.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Include a theory at present related to this:&lt;br /&gt;
 &lt;br /&gt;
 There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.&lt;br /&gt;
 &lt;br /&gt;
 If you consider that in all of these examples there are character physics models of average &#039;Hero&#039; Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a &#039;Human User&#039; is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.&lt;br /&gt;
 &lt;br /&gt;
 You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of &#039;men&#039; thus &#039;lightmen&#039; as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).&lt;br /&gt;
 &lt;br /&gt;
 If you think like a new-age hippie or someone corrected in science as a woo-science &#039;foodie&#039;, you might consider yourself in line with the Carl Sagan &#039;we&#039;re made of star stuff&#039;. &lt;br /&gt;
 &lt;br /&gt;
 This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact &#039;lightmen&#039; in personal form, although shielded by geologic biologic format on top of said democracy light as an object.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: &lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in &#039;disguise&#039; but in virtue &#039;real&#039; as a format of your average decision-making orthodoxy in &#039;obvious cultural terms&#039; : &amp;quot;your take on life&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 This becomes an obvious downgrade idea about interior space as a dynamic...don&#039;t be a dry academic and just consider---&lt;br /&gt;
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&lt;br /&gt;
 The theory of lightman politics as a concept abstraction of &#039;Light Specific Alloy&#039; Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific &#039;lightman&#039;.&lt;br /&gt;
&lt;br /&gt;
 This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say &#039;reproducible&#039; in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from &#039;inside&#039; &#039;into&#039; &#039;the outer&#039; &#039;universe&#039; from a ray spectra..(maybe that&#039;s wrong with#fuzzyNumbers).&lt;br /&gt;
 &lt;br /&gt;
(link for people who are not in line with this &#039;next level bureaucracy&#039; -&amp;gt; this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)&lt;br /&gt;
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== Continue on to Format Logic given reduction of math-to-humor regarding Interior Light as a vector grouping ==&lt;br /&gt;
 &lt;br /&gt;
 The idea that an unarmored group in logic as a standard along 2-D height among several pair prototype meta games in exodus via &#039;large set apparent&#039; and subset( &#039;X-COM UFO Defense&#039;(1994) and &#039;RED ALERT 2&#039;(2000) ) is personal in depth but schematically abstract-apparent in usage as a nexus concept of reason:&lt;br /&gt;
 &lt;br /&gt;
 As you see from the Idea of Depth in terms of a valid constructive armor(no subtype) that relies on an inner drive and individual representation of overall worker-warfare in terms of the concept of a X-COM Soldier with the Unarmored type of &#039;Coveralls&#039; and G.I. as a unit drive of &#039;species&#039; (Let me explain this term in next sentence) lightmen or a given type as abstraction in reference to large set ((G.I. and Guardian G.I),(X-COM Soldier and Individual Personal Armor per Deploy)).&lt;br /&gt;
&lt;br /&gt;
 The Idea of species in text term of a compound interest statement &#039;species of lightman&#039; is a term boundary that exists in American English : this is the idea that any thing you can change will alter the species of &#039;lightman&#039; further used in this example as X-COM Soldier. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
For example you may have two species of &#039;X-COM Soldier&#039; that rely on additional game data to allow you to see the type of ammunition on Heavy Cannon(in X-COM UFO Defense 1994) is color and type coded to the visual user. Of potentially many occurrent examples, you could have color morph as primary concept in that they could have a matte or metallic mixture of color patterned light in any occasion set size.&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 This is in effect happening any time that the advancement of a game allows for additional &#039;skins&#039; or &#039;textures&#039; for use outside of option laws of a certain negative in terms of term boundary &#039;Standard Setup and Keybindings&#039;. &lt;br /&gt;
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Any change whether they be gameplay specific or obtuse per environment allows the change of a lightman to a (&amp;quot;light man species&amp;quot;:&amp;quot;lightman species&amp;quot;).&lt;br /&gt;
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&lt;br /&gt;
 The Idea is that the theory specific lightman politics and enterprises are in some ways academically located in an accuracy from a judgement-by-deception-benefit that the Game Producers and Storyline Authors will manage as a team effort at one point initially. The idea is that by pulling the interior light outwardly if you will the armored compound concept reasoning is counter-effective in mass from the opposing counter located force per side.&lt;br /&gt;
&lt;br /&gt;
 In effect Armor is generated by direction (in potential opposite or opposition) as a counter effect of greater &#039;lightman mass&#039;. The idea is that as a lightman is generated it does not have a differential type grouping, type as standard as another besides ordering(seen both ways as &#039;issuance&#039; and sequence vs. consequence). You can see this in the StarCraft 2 Marine Quote : &amp;quot;You ever notice that nobody ever comes back to the barracks?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 The idea is not constant and can be a benefit based on use of the object lightman as a user in flow of control as well as on top game logic of progression or advancement. You can see that the X-COM Soldiers make adequate advancements of their ability based by use, and are profit driven, and progress oriented as they progress to X-COM Soldiers with Personal Armor.&lt;br /&gt;
&lt;br /&gt;
 You can see the abstraction as a set of steps in the tutorial given above to exact the move into Personal Armor. This is all talking about straight-through-runs and not reloads for optimization or space saving.&lt;br /&gt;
 In context the G.I. and Guardian G.I. are also in abstraction in terms of cost: &#039;Guardian G.I.&#039; being more expensive. But if you see the representations in terms of game engine driven by shutter speed in X-COM and is step-wise turn based. RED ALERT 2 being a true constant RTS designed past the point of StarCraft BroodWar&#039;s development, there is a similarity as the use of both in time necessitates : the more armored version Guardian G.I. as a complete stand alone class that exists and is generated in 1 step unlike the slower piecemeal advancement of Standard as a material object in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
 I hesitate to explain but want to point out the similarities in Armor as a continuum in basic practice in:&lt;br /&gt;
&lt;br /&gt;
 1: Red Alert 2 | Infantry ( G.I. -&amp;gt; Guardian G.I -&amp;gt; IFV(Infantry Fighting Vehicle)) Tank |&lt;br /&gt;
 &lt;br /&gt;
 2: X-COM UFO Defense | X-COM Soldier(Personal Armor -&amp;gt; Power Armor -&amp;gt; Tank/Laser Cannon) X-COM Tank |&lt;br /&gt;
&lt;br /&gt;
 Ultimate truth 1 liner is: &#039;the armor is produced by the sheltered light among the sheltered lightman as they generate armor&#039;&lt;br /&gt;
&lt;br /&gt;
 Personal Armor is really quite useful all game and is an effective investment vs all types of person soldier and tank soldier Aliens.&lt;br /&gt;
 &lt;br /&gt;
 You can see it like an embankment battlefield architecture much like the Tank/Cannon depicted colloquially as moving embankments.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 They shift in mass and are best in front line fighters in case X-COM Soldiers.&lt;br /&gt;
 Notice that when a unit wears the Personal Armor the look the same from the game view --but not the inventory screen-- as a brown haired orangish tan, maybe caucasian man depicted from there on as an abstraction of basic armored soldier.&lt;br /&gt;
&lt;br /&gt;
 They typically can survive 1 shot at least of Plasma Weapons as an indeterminate Class(in terms of Fog-of-War obfuscation).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== X-COM UFO Defense with/vs. Red Alert 2 &#039;Light Specific Alloy&#039; Theory Reasoning ==&lt;br /&gt;
&lt;br /&gt;
 This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft &#039;Races&#039; to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow &#039;power-option&#039; flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
 The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor interior.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Include a theory at present related to this:&lt;br /&gt;
 &lt;br /&gt;
 There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.&lt;br /&gt;
 &lt;br /&gt;
 If you consider that in all of these examples there are character physics models of average &#039;Hero&#039; Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a &#039;Human User&#039; is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.&lt;br /&gt;
 &lt;br /&gt;
 You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of &#039;men&#039; thus &#039;lightmen&#039; as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).&lt;br /&gt;
 &lt;br /&gt;
 If you think like a new-age hippie or someone corrected in science as a woo-science &#039;foodie&#039;, you might consider yourself in line with the Carl Sagan &#039;we&#039;re made of star stuff&#039;. &lt;br /&gt;
 &lt;br /&gt;
 This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact &#039;lightmen&#039; in personal form, although shielded by geologic biologic format on top of said democracy light as an object.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: &lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in &#039;disguise&#039; but in virtue &#039;real&#039; as a format of your average decision-making orthodoxy in &#039;obvious cultural terms&#039; : &amp;quot;your take on life&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 This becomes an obvious downgrade idea about interior space as a dynamic...don&#039;t be a dry academic and just consider---&lt;br /&gt;
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&lt;br /&gt;
 The theory of lightman politics as a concept abstraction of &#039;Light Specific Alloy&#039; Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific &#039;lightman&#039;.&lt;br /&gt;
&lt;br /&gt;
 This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say &#039;reproducible&#039; in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from &#039;inside&#039; &#039;into&#039; &#039;the outer&#039; &#039;universe&#039; from a ray spectra..(maybe that&#039;s wrong with#fuzzyNumbers).&lt;br /&gt;
 &lt;br /&gt;
(link for people who are not in line with this &#039;next level bureaucracy&#039; -&amp;gt; this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)&lt;br /&gt;
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&lt;br /&gt;
== Theory of International Navying vs Space Infantry as a Landmass Politic ==&lt;br /&gt;
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As in X-COM UFO Defense there are other pop culture references :&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 (StarCraft - Protoss Carrier vs Interceptor : Infantry Marine) &lt;br /&gt;
&lt;br /&gt;
 (Star Wars Rebel Space-fighting paradigm as a tactic in space vs International Navy) &lt;br /&gt;
&lt;br /&gt;
 (Landmass as a moving concept of will-of-simulation in X-COM UFO Defense) &lt;br /&gt;
of the topics and topics I wish to describe as &#039;International Navy&#039;, &#039;Space Infantry&#039;, and &#039;Landmass&#039;.&lt;br /&gt;
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&lt;br /&gt;
== Theory of International Navy Policy Type ==&lt;br /&gt;
&lt;br /&gt;
 The idea exists that an advantaged type of person soldier in midst would become further engaged in similarity processes and become further encumbered by stasis and stance change logic. In effect if Type battling person soldiers exist as they do in X-COM UFO Defense for example == Mutons vs X-COM Soldiers == There would in some ways be an effect-mentioning curve that would meet in policy dispersal into the surrounding cloud of meta-game-theory person soldiers in context that exist of said argument.&lt;br /&gt;
&lt;br /&gt;
 The concepts are at play in the Star Wars reason for rebelling vs an overarching Navy of indiscriminate size and complexity; As well as in the Protoss Space infantry superiority in Interceptors vs Terran Marines as a lost type battle on Terran side or encumbering ground logic. The idea that in terms of X-COM UFO Defense there are more destructive weaponry and armaments from the very beginning on January 1st, shows this dispersal and divide pattern in terms of effective use as a undone efficiency mechanic for profit driven professional warfare -- from an artifact-race standpoint in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
 The advantage divide is pivoted in some sense locally in the future effect curve of the Blaster Bomb technology in terms of free move via the effect boundary in distance of near-maximum effect fire relationship via/vs. actor(X-COM). This is also effected by the constant move of Mind Probes, Small Launchers, And Plasma Pistols: &lt;br /&gt;
&lt;br /&gt;
 Mind Probes are a basic scouting and harass mechanism, for the ability the surviving unit has n terms of tactics war-frame budget in an effect distance.&lt;br /&gt;
&lt;br /&gt;
 Small launchers and (type)grenades are overly effective at mass in depth across groups even in armor of some types.&lt;br /&gt;
&lt;br /&gt;
 Plasma Pistols are the most (mentally) expensive best option for a 1 unit inventory design with armor, very high damage relationship vs (type)armor of all types over time, vs Elerium cost component of clips as a constant use.&lt;br /&gt;
&lt;br /&gt;
This makesdecent sense as a connection in &#039;my eyes&#039; to Navy vs &#039;Space Infantry&#039;. I see that the Sectoid is the alien person soldier that you encounter first in X-COM UFO Defense. In terms of all these things that you see at the first encounter as the Alien is initially optimized in a Navy or fleet configuration due to lack of effect. The idea revolved around the idea that based on the number of person soldiers in a X-COM encountered craft, there are files of types that auto-generate based on the depth and size of the effect outcome. &lt;br /&gt;
&lt;br /&gt;
 If you look at the Small Scout, it can have Navigators, Engineers, Medics, and Soldiers but not Leader or Commander.&lt;br /&gt;
 &lt;br /&gt;
 This is in effect the grouping that is evident in the type small of a low level sub-system from a Reticulan Continuum model of your behavior in teams against the factor of flavor inside your right-arc politic.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 The idea is that all grouping it has is optimized for the idea it has of a &#039;Plasma War&#039; vs the encounter you have as a User vs it on context above.&lt;br /&gt;
&lt;br /&gt;
 If you look beyond onto the larger UFOs like Abductor and Harvester up to Terror Ship and even Supply Ship the user will encounter more Navigators and Leaders but not until &#039;Battleship&#039; can you encounter a Commander. &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 With this in mind you can comply with the feeling that the ideals of the entity (Sectoid) in the Reticulan Continuum vs you, it will allow you to glean or grok the knowledge needed to apply this grep typing as a factor of importance in it&#039;s factor-society. &lt;br /&gt;
&lt;br /&gt;
 The idea basically comprises that you will see mostly Soldiers, Navigators, Medics, and Engineers ((Commander as abstraction)) vs &lt;br /&gt;
&lt;br /&gt;
 X-COM&#039;s abstraction of Soldiers, Airmen, Engineers, Scientist, and ((Tactician as abstraction))&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 You as a team are in effect encountering non-effected grouping in the authority curve of a professional autonomy, via yourself in &#039;Innervex&#039; comparison : &#039;Innervex&#039; is a true comparison derived by the context grouping vs type itself. The idea is that in a dual comparison the re-grouping would abstract in a directed pivot but the advantages would be person-evident and orient.&lt;br /&gt;
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&lt;br /&gt;
So this follows up as the first take of &#039;them&#039; as Navy in orientational grouping and mainly derived in Navigation at net-benefit maximum. It would also follow that the 3 items above would be non-effected re-grouping and in effect more profit oriented as a result of its non-effect status in interior grouping standoff standpoint &#039;initial&#039;.&lt;br /&gt;
&lt;br /&gt;
 As the game advances they move steadily into other races with advantages, and also Plasma Rifle, Heavy Plasma and Blaster Bomb***(effect theory curve))&lt;br /&gt;
 &lt;br /&gt;
 In effect you can see this as a direct continuum in response of depth-of-orient Navy group space-and-land battles vs a grouped &#039;Space Infantry&#039; package from X-COM&#039;s Units and Technology in Laser War Premise regarding X-COM UFO Defense (1994).&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==Theory of &#039;Space Infantry&#039; as a &#039;Landmass Politic&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 The need for an outside prism of context as a statement is unknown to the visual user. This similarity of the world at 400m by 400m range is specific and advantaged as in the isometric representation via X-COM UFO Defense (1994). &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 The need for advantaged vector calculation vs a statistic opponent with rated advantages that had been constant since release (1994). &lt;br /&gt;
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&lt;br /&gt;
 (In my words I call this a &amp;quot;falling stack&amp;quot; AI, because it falls through tollgates using a formed calculation barrier and ongoing updates via a programatic incrementally implemented scoring system.)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ( This AI is not incurring ongoing change in any real regard but it has sense in depth of minor data storage and is in effect capped by inflexible game-engine constraints.)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 (The AI movement is specific to it, and in effect is propped up by the actual work from the design team and implementation of art as well as the specific game rules and engineering effort made to represent this topically to the user.)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
In X-COM UFO Defense, this concept can be abstracted into the depth of the voxel group isometric areas that you engage the aliens in (BattleScape), and also the abstractions onto the gameboard representations of the Geoscape and Base areas.&lt;br /&gt;
&lt;br /&gt;
 &#039;Landmass&#039; in this context refers to the similarity in structure on a scheme. In this example :as Greenland in X-COM UFO Defense --- over a period in time as a moving set of subset snapshots via an ordinary-bounds-movement that is simulated in series, in sequence, over parallel unit distance pairs through virtual &#039;Plasma Fire&#039; relationship AND real-world dual-sided constraints in an ordered continuum subset.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The idea is that you will encounter non-effect grouping and when it is explored or defeated, you gain a further cause benefit from the effect-capable increasing. &lt;br /&gt;
&lt;br /&gt;
A X-COM Unit race grouping that is bounded by re-grouping on the every 5 seconds timeframe at maximum encounters the aliens on a counter operating dynamic level. Every loss you have be it speed of success or military losses in context, will gain the near-maximum grouping of the alien opponent. &lt;br /&gt;
&lt;br /&gt;
 As it fears a direct curve of heat at you in losses, it has baseline control.&lt;br /&gt;
&lt;br /&gt;
 There is a direct benefit from the standpoint of the X-COM Soldiers to make a jump up into Plasma Weapons as soon as possible to counter the gains of the oppressor alien opponent via their stabilist control arm of accurate near-group depth and cover-in-increasing-weight as a direct in-plane moveable.&lt;br /&gt;
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&lt;br /&gt;
== Theory of Artifact Universe via &#039;Plasma War&#039; in context of X-COM &#039;Space Infantry Infraction&#039; : Mission Statement and Cydonia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the take as to see this as a story line dispersal, I want to remind you of the aforementioned that :&lt;br /&gt;
---------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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  All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; a product of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality.&lt;br /&gt;
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 Now that I have introduced the concepts in play prior to the artifact of Plasma Weapons, I want to introduce a further continuum pointer in that of an overarching &#039;Plasma War&#039; in which the alien factions are in some way represented throughout and within the struggles of the alien invasion of earth. &lt;br /&gt;
 &lt;br /&gt;
 The idea that I want to provide is that it is a parallel struggle going on in a similar way to the other parties in X-COM UFO Defense, in order that &#039;Laser War&#039; and &#039;Plasma War&#039; meet (in X-COM UFO Defense (1994) ) as a Premise.&lt;br /&gt;
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 You can at some point prove to theory the take that due to the articles of warfare in the aliens and X-COM faction&#039;s loadouts they are effectively similar in terms of depth due to usefulness over each other&#039;s usefulness in tandem or over effect.&lt;br /&gt;
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The Mission element of the X-COM faction is not evident prior to research of alien origins, but as the game progresses you can see that the ultimate goal requires (1) thing : &lt;br /&gt;
&lt;br /&gt;
 Capture of a very large craft. &lt;br /&gt;
&lt;br /&gt;
That being a need to capture a Commander, Leader, 1 other alien of any type alive -- as well as Navigation, Power Source, Alien Alloys, and Elerium(115).&lt;br /&gt;
&lt;br /&gt;
 - this specifically does not require use or research of Plasma Weapons&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Theory of Overlapping Bases ==&lt;br /&gt;
&lt;br /&gt;
 After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.&lt;br /&gt;
&lt;br /&gt;
 If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. &lt;br /&gt;
 &lt;br /&gt;
 It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.&lt;br /&gt;
&lt;br /&gt;
 The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). &lt;br /&gt;
 &lt;br /&gt;
 You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat AFB Base build on Jan 12th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.&lt;br /&gt;
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&lt;br /&gt;
== Theory of Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
 Entire theory here Theory evident 2 Tanks/Cannon and 5(5 of 6) Soldiers can be represented as a &#039;Sensor&#039;: this is how.&lt;br /&gt;
&lt;br /&gt;
 Consider a 8 wide grid as &#039;o&#039; as open and &#039;X&#039; as a unit just as to abstract a tank as 4 2-by-2 &#039;X&#039; and Soldier is just 1 to make this clear in 1 step and not stay on nomenclature.&lt;br /&gt;
&lt;br /&gt;
 &#039;o - o - o - o - o - o - o - o&#039; would represent a 8 wide path of nothing in it.&lt;br /&gt;
 &#039;x - o - o - o - o - o - o - o&#039; would represent , 1 X-COM Soldier at front with 7 consecutive iso squares with nothing.&lt;br /&gt;
&lt;br /&gt;
Consider:  Placing 2 tanks like this:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - X - X - o&lt;br /&gt;
 o - o - o - o - o - X - X - o&lt;br /&gt;
 X - X - o - o - o - o - o - o&lt;br /&gt;
 X - X - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
also consider this:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
with Soldiers spaced in:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - X - X - o - o&lt;br /&gt;
 X - X - o - X - X - X - X - X&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
leading to the ideas in play here, this is a &#039;Sensor&#039; via the directly above graph of width, see 3 steps of superior -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - o - o - X - X - X&lt;br /&gt;
 X - X - o - X - X - o - X - X&lt;br /&gt;
 o - o - o - o - X - o - o - o&lt;br /&gt;
&lt;br /&gt;
2:&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - X - X - X - X - X&lt;br /&gt;
 X - X - o - o - X - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
3:&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - X - X - o - X - X&lt;br /&gt;
 X - X - o - o - o - X - X - X&lt;br /&gt;
 o - o - o - o - X - o - o - o&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 I do not want to dwell on this at drawing at-hock array descriptions, I always see this as negative to the flow of the article. It is easier to represent in game but see the packet of tag-fire marines as the moveable vs the holding embankment of the 2 tanks as barrier reason at-as opposed in 2 Tank and 6 Soldiers -- more widely.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 2 Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Tank maneuvers can occur after the infantry steps in X-COM making it variable in terms of use, in Mission 1 UFO (Medium Scout) Tank/Cannon can engage at will and is the Hunter vs &#039;Plasma Pistol fleet&#039; Sectoids without cover or array logic in terms of adequate ranging via person soldier movement as array logic via (the opponent in X-COM UFO Defense 1994).&lt;br /&gt;
&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 3 Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 The weakest position in the 2 Tank/Cannon 6 Soldier(Rifle/HE) Conventional variant-mix is opening down the ramp of your SKYRANGER and engaging cover as a compact negative of fire as warfare-vs-contend logic of own-decision making(Vs &#039;Arbitrary Reticulan Advance&#039;(the idea the alien is fighting you in the game and in real) via the material noise between subject-reality in terms of &#039;Sectoids&#039; as a tech variant in X-COM UFO Defense and : You needing to know why that is via/vs. operating the game tangibly)&lt;br /&gt;
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== Theory of Small Craft represented as an Interior Battleground ==&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
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 THEORY AT LARGE&lt;br /&gt;
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 Consider the casting of this boundary theory in terms of the highlighted X-COM Soldier referred to as &#039;Arthur Hill&#039; from a &#039;this-time&#039; standpoint. In fact that it is this time currently and you are framing in your mind a theory concerning said X-COM UFO Defense Soldier named &#039;Arthur Hill&#039; as depicted.&lt;br /&gt;
&lt;br /&gt;
 If you consider his position, which was pictured above at the same time &#039;Drop the 1 Rocket Launcher&#039; (image above). Soldier &#039;Arthur Hill&#039; is kneeling and had 4 Time Units at this time. He is unable to walk in any direction but can use the kneel option to toggle Soldier &#039;Arthur Hill&#039; to a standing posture so that the 4 Time Units to make this move will not be needed in investment to make a meter move in any of the 4 walkable directions.&lt;br /&gt;
&lt;br /&gt;
Consider the Option as &#039;Arthur Hill&#039; in the terms of his selective consciousness: He can consider a positional arrangement of his own in terms of &#039;their-eyes&#039; selective segmenting from a conscious-drive selector-administrator pairing lively. &lt;br /&gt;
&lt;br /&gt;
 As &#039;Arthur Hill&#039; looks around at the next two X-COM-empty reticles, he can consider the arrangement from the idea of &#039;Arthur Hill&#039; perspective on positional advantages as the turn is over minus 4 Time Units as described earlier in statement.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Moving breach statement with 3rd man dropping Small Rocker Jan 13th.PNG]]&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 If you consider the two places in mention as a similar sequence timeframe, you can assume that there are two supposed advantages that he might suppose to have in theory impenetrable &#039;Arthur Hill&#039; Logic.&lt;br /&gt;
&lt;br /&gt;
 One is a straight away: There is a theory over movement here in terms of his position into and in fact out of the &#039;glowing&#039; time shaped spheroid craft, as it represents to him as a general structure, in-repair and constant progress through time in &#039;him&#039; as &#039;Arthur Hill&#039;.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 At this point the decision  &lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 decision is made by type as an object in presentation in the internet as of 2022 so reading down is assumed and pathed downwardly in logic: &lt;br /&gt;
&lt;br /&gt;
 Straight away judgement allows you to pass with an even pace of 4 Time Units per cost of distance, except when you have negative modifiers like (Injury or Encumbered) So as you the &#039;Arthur Hill&#039; crosses into the judgement plane of the vehicle, the assumed judgment seems real in constant as a status of reliance. Whether or not &#039;Arthur Hill&#039; knows this he is to cost 2 times the average 4 Time Unit cost at 8 Time Units when he crosses this barrier threshold into the alien craft (Medium Scout) at point over time-distance of crossing, instantaneously and over time-constant of use-period 1.&lt;br /&gt;
&lt;br /&gt;
So you can represent the Ideation being that &#039;Arthur Hill&#039; moves into the craft and in time is circled in judgement apparent to the negative waveform of the craft you: system &#039;Arthur Hill&#039; is unprepared and enters it in time-value apparent to individual circumstances.&lt;br /&gt;
&lt;br /&gt;
 The next level evident Idea is to pass on the other case before logic so I will oblige for period specific reasons.&lt;br /&gt;
&lt;br /&gt;
2 - Second judgement is the ability to either, be protected by the cover of the embankment of the vehicle(in the Game logic of X-COM UFO Defense 1994) or to cross into a cover-sided defense on the opposite side of the craft(Medium Scout).&lt;br /&gt;
&lt;br /&gt;
 The theory to generate the correct thing is to understand the judgement of reality in terms of &#039;gravity-wave-gravity-well&#039; phase or phase-of-force analysis: defenses in terms of depth vs gravity dynamic pattern at depth of society vs Naval fleet &#039;Plasma Pistol Sectoid&#039;: in Reticulian Continuum (model this) - (Medium Scout (Small Scout Boundary (Medium Scout Core and Small Scout Core))) as a movable &#039;framing&#039; field-or-force that will actually relay gravity as a force to resist the movement into the center of the hyper-imposed similar designed craft as you walk into the center. see M as Man  the theory would be this in terms : &lt;br /&gt;
&lt;br /&gt;
 M -&amp;gt; (Medium Scout (Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 (Medium Scout M -&amp;gt;(Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
 &lt;br /&gt;
 (Medium Scout (M -&amp;gt; Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 (Medium Scout (Small Scout Boundary (M -&amp;gt; Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 this could be used as an abstraction of machined or hyper-Industrial smoothness of a metallic near-spheroid from the depiction of the Man &#039;M&#039; - both inside and outside the generated example at point of entry to (Medium Scout UFO)&lt;br /&gt;
&lt;br /&gt;
 `` you can also go into depiction as a design and say that the plasma wall panels on the UFO (Medium Scout Core) have an apparent similarity in distance to the idea of a theoretical &#039;Navigation&#039; device I refer to as a &#039;mass-wasting&#039; &#039;image-material-metallic&#039; Interface :&lt;br /&gt;
 &lt;br /&gt;
 This is the idea that through metered construction based on height, a theoretical technology exists that there are capably possible solutions to turn &#039;theoretically pure&#039; &#039;Alloy&#039; under guardian of Elerium 115 as material substance in unison that will:&lt;br /&gt;
 &lt;br /&gt;
 (**theoretically pure Elerium-115** see &#039;Elerium 115 elemental-material behavior as a material falloff due to &#039;expansive&#039; positive-depth gravity-width by intrinsic device created solely of elemental (in Theory in &#039;game&#039;(X-COM UFO Defense 1994) stable-substance Elerium 115 in groups&#039;) :&lt;br /&gt;
 &lt;br /&gt;
 over time in gravity and material edge expansion as a geometric divided-gravity-boundary for a form of operating a simple or native &#039;step-lever&#039; &#039;gravity charge pump&#039;(as an abstraction of an anti-matter gravity-wave generator (use UFO Power Source as a model or metric of abstraction) in waveguide as a energy/engineering theoretic**) metallically pure alloy metal in a prepared composition(via formed theoretic and gravity waveguide, in place of, in play theoretical distance to Elerium 115 related to it&#039;s ductile capacity as a &#039;power-metal&#039;) into a transparently shifted image and &#039;loaded&#039; in lensing architecture from a compression or logic-comparison on-place of the alloy-panel wall translucency. ``&lt;br /&gt;
&lt;br /&gt;
(Another copy of images so you can scroll less in this - as a standalone section)&lt;br /&gt;
 [[File:Moving breach statement with 3rd man dropping Small Rocker Jan 13th.PNG]]&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 ((This is an image from another file mentioned in 14 Soldier Conventional Rocket Launcher Build))&lt;br /&gt;
 [[File:FInal Approach UFO-3 - Jan 7th.PNG]]&lt;br /&gt;
 1: Curve the outside beyond the Tank in depicted image 2(above) in terms of blending the two flat sides into a bounded range that would in some way be abstract to the user but could be assumed a curve in representative logic a Spheroid Mass Object of metallic luster and hyper-Industrial smoothness and texture or other values that result in smoothness.&lt;br /&gt;
&lt;br /&gt;
 2: You then have a system evident minor, in terms of the outgoing initial judgement of the pattern of (Small Scout) via (Medium Scout) is an intermediate distance between them in terms of overall averages in size. So if you see the Small Scout UFO being behind in terms of value(profit-arm dynamics), but ahead in terms of time vs distance to the maneuverable user(in this sense the &#039;Navigator&#039;) in the smaller force distance to the user(X-COM assumed-Soldier in Unbroken Craft). You then from here maintain the outside wall intermittently in your judgement but look on the center of the Small Scout being overlay transfixed on-top of the medium at the centered point of value at the UFO Power Source.&lt;br /&gt;
&lt;br /&gt;
 If you maintain the abstracted curve in the negative and flat area on the outside walls of the Medium Scout UFO (vs interior), you can see a slightly larger exterior wall(On Small Scout in reference to Medium Scout Core section) but similarities to the interior core of the Medium Scout are apparent plainly.&lt;br /&gt;
&lt;br /&gt;
 You can thus conclude that the metered in-breaking of the units in some format enables them as a construct vs./the either craft (Small Scout),(Medium Scout). So You can see this as an actual entry to a small spheroid craft-interior with a small setting in the middle and potentially 3 seats smaller than what an X-COM would use, the reason behind this is that 3(Seats), in a spheroid series curve could generate any comparable surface in expansion of any chair arrangement in-terms of depth over time. The context of which is that there is an increasing gravity wave boundary that relates to step-curve Powerful Operating Force Fields which relate directly to my 1st introductory theory of (Elerium) 115 as a Proton packed &#039;power-metal&#039; in stability and outcome.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 If you consider the earlier topic presented Theory of (&#039;Overlapping Bases&#039; assumed Geoscape):&lt;br /&gt;
 &lt;br /&gt;
 in unison with a smaller vision as present in BattleScape.&lt;br /&gt;
 An experienced use can image-locate the very smallest UFO - not probe (Small Scout) and hyper-impose it on top of and within as locate of the (Medium Scout) UFO at core in terms described prior:&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
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==Boundary Theory: UFOs represented as an Interior Battleground ==&lt;br /&gt;
== Boundary Theory - &#039;Small Craft represented as an Interior Battleground&#039; ==&lt;br /&gt;
&lt;br /&gt;
 Here is where you get really crazy and I give you some funny internet tid-bits, think &#039;So Long and Thanks for All the Fish&#039;!&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
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 Like Mole, like Crow &lt;br /&gt;
 I Can&#039;t See:Like No Lights On(trap city)&lt;br /&gt;
That subset hype: trap city mole&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 and the almighty crowd pleaser : it&#039;s the Spalacopusssssss!!!! https://en.wikipedia.org/wiki/Coruro&lt;br /&gt;
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AhhPinecone man! I love the Pineconeman!, it&#039;s the perfect object. Pinecone man. I wish they had more! https://dota2.fandom.com/wiki/Warpine_Camp&lt;br /&gt;
-Treeman Tree I fear and hate the Evil Shrubman https://dota2.fandom.com/wiki/Nature%27s_Prophet who is Evil- but not Insane. -Treeman Tree&lt;br /&gt;
You can&#039;t believe that Evil Shrubman shit--&lt;br /&gt;
That &#039;l&#039;O&#039;O&#039;k&#039;s&#039; like a pretty evil shrub man!&lt;br /&gt;
Luckily now that we have found the pinecone man(The only Dota 2 midpoint),&lt;br /&gt;
Orient around the pinecone man, then the pinecone man, the pinecone man, the pinecone man. - Treeman Tree&lt;br /&gt;
&lt;br /&gt;
 Music: (go for the ) Gusto - Disco&#039;s Revenge (Mole Hole Dirty Mix 1995)&lt;br /&gt;
&lt;br /&gt;
 I have a picture of a Golden Mole wearing an A.J. Green Hat on that I would share -&lt;br /&gt;
 BUT I DON&#039;T HAVE THE RIGHTS TO THE IMAGE; I WILL NOT STEAL THIS MOLE&#039;S COPYRIGHTS!&lt;br /&gt;
 IT IS THE TRAP CITY MOLE!&lt;br /&gt;
 (...if I had rights I would share this, the mole)&lt;br /&gt;
 (Laser tanks also called &#039;moles&#039; in my ideation of facts in jargon/jargoning)&lt;br /&gt;
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&lt;br /&gt;
== Resume Theory in Progress ==&lt;br /&gt;
 &lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 If you look at the UFO as a point of play(Interior Battleground) and (UFO Medium Scout), you can see the more defended place to move is actually at the bottom and moving around from left to right, in an isometrically abstracted route, you choose as user. This is in effect the light-trail(suntrail) in Native American Spirituality in a simple take, you want to go sunwise...If this is important.  Rightward or &#039;sunwise&#039; is in effect clockwise, but can be confusing to consider in top down abstraction vs person life, if this is apparent.&lt;br /&gt;
&lt;br /&gt;
 To explain my reasoning in the south path being easier to secure, rightward motion from the X-COM is stronger vs the invalid supremacy of the Sectoid as a Simulation Framer and person soldier. &lt;br /&gt;
 &lt;br /&gt;
 You can see that there are actually 2 doors that open into walls that could be used to limit encounters&lt;br /&gt;
 :or delay a troop that is moving alongside into the outer sections&lt;br /&gt;
 :to make their all-around-cover more accurate around the top side(in effect by passing counter-operate in anti-sunwise motion(movement) across the double door at south). &lt;br /&gt;
&lt;br /&gt;
 The North open doorway has a similar disadvantage in that if you open the door at top it will be a movement at cost to &#039;open overwatch&#039;, sometimes as many as 3-4 person soldiers in open positions with type&#039;Plasma War&#039; indeterminate fleet. The group alerted will fire in sequence vs. X-Com Soldier one(1) threshold movement through the &#039;Automatic&#039; doorway also costing you additional time units(assumed 8 Time Units as in the doorway to enter but it could be less) as well in advance of risk to Soldier in Health Points as a metric of success.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 Consider This idea of vision as user freedom, from a strategy of the environment not on distance person soldier.&lt;br /&gt;
 [[File:Tank Cannon Jan 13th.PNG]]&lt;br /&gt;
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 Tanks are very effective at this point at range an in effective tactics in breach and operate settings (Medium UFO) despite loss on outlay movement from the craft and indiscriminate fire angles- more apparent in Terror Mission 1 to follow -&lt;br /&gt;
 [[File:Tanks At range Jan 13th 1 of 2.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 Even at range when thrown Conventional type Weapons are in-effective or inaccurate, due to Plasma Pistol Sectoid being ineffective vs &#039;Alloy and pseudo-Alloy Armor&#039; in place at Tank/Cannon, in example et all.&lt;br /&gt;
 [[File:Tanks At range Jan 13th 2 of 2.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
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&lt;br /&gt;
== Military Theory and Obstacles ==&lt;br /&gt;
== X-COM Unit Loadout Examples ==&lt;br /&gt;
&lt;br /&gt;
== Conventional arms X-COM Soldiers ==&lt;br /&gt;
== 2 Tank/Cannon and 6 Conventional(Rifle/HE) ==&lt;br /&gt;
== 2 Tank/Cannon and 6 Conventional(Rifle/HE) Initial Judgement of Loadout Variants ==&lt;br /&gt;
 Rifleman HE Conventional(HE/Rifle)&lt;br /&gt;
 Most basic and usable technique soldier for the (HE-Rifle) Conventional build 2 Tank/Cannon 6 Soldiers.&lt;br /&gt;
 &lt;br /&gt;
 2- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 2- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
 &lt;br /&gt;
 [[File:Grenadier Type 1 Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Grenadier 1 HE Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a utility argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien &#039;AI&#039; game logic.&lt;br /&gt;
 &lt;br /&gt;
 3- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 2- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
 &lt;br /&gt;
 [[File:Grenadier Type 2 Jan 13th and Lead Man pseudo-Squad Leader.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Grenadier 2 HE Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a heavier and more densely efficient (Rifle/Pistol) version of the argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien &#039;AI&#039; game logic.&lt;br /&gt;
 &lt;br /&gt;
 2- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
&lt;br /&gt;
 [[File:Light Rifle Utility Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Light Rifle Utility - Rocket Launcher - Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a last resort - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.&lt;br /&gt;
 &lt;br /&gt;
 1- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- Small Rocket&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 &lt;br /&gt;
 [[File:Rocket User Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 [[File:Typic HE Conventional Soldier Jan 13th.PNG]]&lt;br /&gt;
 Light Rifle Utility - HE - Conventional(HE/Rifle)&lt;br /&gt;
 This was not used correctly and might be an inefficient or incorrect Class argument, it resulted in misuse and loss of the unit in question in Terror Mission 1 - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.&lt;br /&gt;
 &lt;br /&gt;
 1- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- Small Rocket&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Conventional arms and Laser X-COM Soldiers ==&lt;br /&gt;
== Standard at point in time of attack of Sectoid Base April 11th ==&lt;br /&gt;
 Standard at point in time of attack April 11th &lt;br /&gt;
&lt;br /&gt;
 Tank/ Laser Cannon : Lasers, Conventional Grenade, and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien Base Infantry Standard April 11th--June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Conventional arms and Plasma X-COM Soldiers ==&lt;br /&gt;
 [[Conventional arms and Plasma X-COM Soldiers]]&lt;br /&gt;
&lt;br /&gt;
== Plasma arms and Laser X-COM Soldiers ==&lt;br /&gt;
 [[Plasma arms and Laser X-COM Soldiers]]&lt;br /&gt;
&lt;br /&gt;
== All Tech X-COM Soldiers ==&lt;br /&gt;
 I did research Heavy Plasma but not Heavy Plasma Clip to increase my firepower from disarmed foes after landing in Cydonia underground.&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th Cydonia Standard ==&lt;br /&gt;
&lt;br /&gt;
 Cydonia by May 29th Cydonia Standard&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cydonia Standard.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points ==&lt;br /&gt;
&lt;br /&gt;
== Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points ==&lt;br /&gt;
 The Conventional(mixed type) X-COM Soldier vs the theoretic use of Laser Weapon&#039;s maximum range stance described as &#039;Range&#039;. The use stance of the displayed X-COM UFO Defense Soldier as it is oriented in increment arcs is in stance of larger moves between midway points, in comparison of Laser Ranges use of &#039;Sensor&#039; sets to use the Tanks as embankment and depth of the other arguments between Tank/ Laser Cannon and Laser Rifle X-COM Soldier 6 unit range sets in midpoint Ranges.&lt;br /&gt;
&lt;br /&gt;
 [[File:Mid-premise 1 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 (top down for continuity)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Mid-premise 2 of 3.PNG]]&lt;br /&gt;
-------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 As ranks are broken in the initial use of movement the lack of overlapping ranging of individual X-COM Soldiers becomes much more incrementally important as time goes on in move sequence. This allows of use of more direct movements to catch this arc strategy by surprise, even in unmoving even-pairs or 1 unit attacks by the similarly ignorant computer opponent.&lt;br /&gt;
 &lt;br /&gt;
 The overlapping points in this (Mixed)Conventional X-COM Soldier usage, is evident of a risk of overlapping fire vs friendly units, in an arbitrary engagement of reaction fire, off-turn.&lt;br /&gt;
&lt;br /&gt;
 [[File:Spaceman journal 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 On some level the Tank/Rocket Launcher functions autonomously in it&#039;s unit in that it is &#039;over powered&#039; vs it&#039;s (X-COM Soldiers)staff in a given direction and is in some unit-1 direction covering for the incomplete disadvantages of the entire (Mixed)Conventional group argument(1 Tank 10 Soldiers) 1-to-1 by effective singular use. (metagame)&lt;br /&gt;
&lt;br /&gt;
 [[File:Spaceman journal 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Topic : Overload as a Method of use for SKYRANGER ==&lt;br /&gt;
 I am moving around the opinion that the idea of an artifact-race and retrieval on 2 Tanks 6 Soldiers SKYRANGER, regardless of unit&#039;s Weapon Class, is the term evident correct plan in terms of overall distance advantages as the human user. &lt;br /&gt;
 &lt;br /&gt;
 The idea that you could on retreat have already spent the extra (10 or less) turns to cover the ground to the fallen aliens and X-COM Units that can hold equipment and move them into  the SKYRANGER, and in-effect slowing the turn usefulness of the proposing party alien person soldier in depth vs in single file by your own advantaged decision making.&lt;br /&gt;
&lt;br /&gt;
 This is the better of the options but cost more Personally motivated(need of food and electricity and time) vs a psychological theory and sublimative control in terms of your technique terms as user : in X-COM UFO Defense : and the theory of the X-COM Soldier as a useful topic of control vs your human time in clicks as human user. In effect you vs the topic of you in theoretical terms to the X-COM soldier as an archetype of your own reasoning vs them as a shield of will in terms of impenetrable (type)&#039;Arthur Hill&#039; logic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Method Overload Topic Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 In this you need more use of the : Utility Weapons as a Contain Mode of Control&lt;br /&gt;
&lt;br /&gt;
== Utility Weapons as a Contain Mode of Control ==&lt;br /&gt;
 Utility Weapons I am putting in it&#039;s own Class as a use oriented additional Weapon of the primary used type or another type that is not equipped in the start of handled by a Carry-Operable User in terms of a person soldier, in such as this X-COM Soldier in X-COM UFO Defense (1994)&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Moving tanks vs Plasma Pistol Sectoid 1 of 2 Jan 13th.PNG]]&lt;br /&gt;
 In this the Conventional(HE/Rifle) configuration I would include the use of:&lt;br /&gt;
&lt;br /&gt;
 Auto-cannons: Useful for extra firepower as a loss of unit demands from a use vs usefulness standpoint. Losing a Tanks/Cannon or 1-2 Soldiers would necessitate use of an upgrade to this or another Utility Weapon to hold steady to advancing fire, or use of context over the cover in depth weakness of the Weapon Class evident weakness vs obstacles (if there be any or none). Useful as AC-AP to double a Rifle without overlap.&lt;br /&gt;
&lt;br /&gt;
 Rocket Launcher: Always use the Rockets you get for free, it is the best use for cost, if for free. Someone should carry it but don&#039;t carry it inside. In this build there will be no further investment into Rockets so use per 1 is an evident change on the game as an opposing set-up and (at random)/(at large) vs. you in terms of panic as a player(or mis-judgement).&lt;br /&gt;
 [[File:Moving tanks vs Plasma Pistol Sectoid 2 of 3 Jan 13th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Inventory of Thule AFB in Post-Research Reasoning ==&lt;br /&gt;
 It is interesting to consider that you do not need to use your scrapped or stolen Artifact post mission at Exit.&lt;br /&gt;
 &lt;br /&gt;
 With this idea of tamping down your inventory into holding uncertainty you reach-in-depth or provide depth-of-person-reasoning in depth.&lt;br /&gt;
 You can hold your idea of profitability vs. (the idea of start-up cost as a constant in terms of ) : use as tactics : in X-COM UFO Defense&lt;br /&gt;
&lt;br /&gt;
 You can then unitize the shear-logic upon the sidedness of your holding armies as - 14 Soldier : Conventional -&amp;gt; Laser &lt;br /&gt;
&lt;br /&gt;
 I will use Alloy and armor at cost if need be so I Will never (unless minor Engineer cost is evident to repair profit cycle in mid month) sell Alien Alloys or (Elerium 115) but I hold Plasma Rifle as an example of use and sale in perpendicular Weapons as Class : statements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Inventory in Thule After Terror Mission 1 - Feb 5th.PNG]] &lt;br /&gt;
&lt;br /&gt;
 You start to hold more Laser Weapons as time goes on and less useable clips as the limiting factor leads sale of weapons over clips, and replacement with more dense Laser Class Weapons that only require 1 piece of equipment with no use of weight drop-off among n groups of 1 or greater Conventional -&amp;gt; Laser equipped X-COM Soldiers at abstraction vs indiscriminate and reducing range in depth : to reach to Lasers as a Standard or Range Politics as direction in/and vs. X-COM UFO Defense (1994).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laser Transition from conventional.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 As you run out of HC-AP and HC-HE you should sell Heavy Cannons as the Laser Tanks are becoming evident on the next spectrum of step-usefulness pattern advance and engagement.&lt;br /&gt;
&lt;br /&gt;
 in addition you should hold the Rifles until you have no clips but do not have them in the SKYRANGER to allow for more Laser Rifles and Heavy Lasers in Inventory to overlap and reduce the usage of the concept of Small Rockets and AC-HE and AC-I over AC-AP.&lt;br /&gt;
 &lt;br /&gt;
 I am starting to realize that mass Smoke grenade as an outward concept of protruding warfare tactics in alien base assaults and Terror Missions and Medium Class UFOs and above, can be very powerful in ultimate reasoning of effectiveness over tag-fire as a continuum concept of academic logic expansion of various groups over a filling-random anti-player opponent(as X-COM with Smoke Grenades). It costs one turn to prime for &#039;0&#039; and reset it at your shoulder item slot. This will cover the point of attack with positional concealment, even if there are survivors -- at no cost to X-COM Health points as a metric of success.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Removing riles and Heavy Cannons for Laser Pistols Feb 9th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Engage UFO-6 and both craft INTERCEPTOR, UFO fight for minimal damage : Cannon &lt;br /&gt;
 UFO-6 Lands:&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO-6 - Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Landed Mission UFO-6&lt;br /&gt;
 [[File:UFO-6 Landed-Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Paradox Movement in Partial Advantages of the Conventional arc (Rifle/AC-HE/Small Rocket), vs Laser arc(Alien Grenade/Laser Rifle/Laser Pistol and Tank/Laser Cannon) ==&lt;br /&gt;
&lt;br /&gt;
 To further describe this relationship, I present the following terms about Laser Weapons Class vs Conventional arc (Rifle/AC-HE/Small Rocket) and describe the opposite in such as disadvantages vs Laser Weapons Class continuously.&lt;br /&gt;
 &lt;br /&gt;
 Laser Cost Advantage: There is a single cost of use for any Laser Weapon as long as the weapon is not destroyed.&lt;br /&gt;
 Conventional Cost Disadvantages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The equipment (Auto-Cannon and AC-AP at cost, and AC-HE at cost as a single soldier -- or abstracted on entire arc as a single forward Soldier at distance to succeed) vs (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage). &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Conventional arc is in my approximation nearby but steadily standardly disadvantaged in terms of height vs Laser Weapons in this attitude(Range vs Point-shooting at hazard to X-COM person soldier). &lt;br /&gt;
 &lt;br /&gt;
 The advantages are thus that the single Conventional forward point-shooting soldier requires ongoing cost-in to succeed and is inaccurate but standardly similar in terms of energy usage vs destructible architecture and embankments via Range deconstruction vs Laser Range as a continuum-distance statement vs. and as X-COM opposed.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 In the following scene there is depiction of the forward group of 4 soldiers differently equipped encountering 3 alien units in a group, 2 Floaters in cover-in-distance pattern and obscured : and 1 &#039;Reaper&#039;(this is an unusual abstraction unit)Tank/Soldier threatening the group nearby broken house as a cover mechanic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover in houses Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 As you see the covering soldier at the hallway edge is in the blast radius of a previous engagement of the &#039;Reaper&#039; and it was a single use of Small Rocket that killed the alien unit, and cleared a hallway into the house and surrounding area ( in one reaction vs Laser Weapons Class advantages in splitting-&amp;quot;Laser Fire&amp;quot; in Ranges vs Obstacles and alien units).&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Another mistake in design vs the type advantages of Laser Weapons, here you see that the unit in Movement Pointer(MP) has a Heavy Cannon. I introduce the idea that if you see an indistinct design you should abstract against all types it could be run with. In this situation that means:&lt;br /&gt;
&lt;br /&gt;
 HC-HE - High Explosive available in context range (4 max 3-by-3 stars in effect) which has a unit-distance 0 reaction-relationship in arming from aside and in-effect friendly shell misfires.&lt;br /&gt;
  &lt;br /&gt;
 HC-AP - point of attack high power slug. Use as a Tank/Cannon with extra potential mobility for soldier as a movable arm. It is like a super-rifle in arm standard and damage to environment (as a relationship with speed over time units).&lt;br /&gt;
&lt;br /&gt;
 Because of this you need to assume that all loaded HC ammo is HC-HE as a minor disadvantage from cross firing and intermittent obstacles as a mission cover concept with no tactical depth in &#039;scoring&#039; (in X-COM UFO Defense (1994)). &lt;br /&gt;
&lt;br /&gt;
 Assume the difference of Conventional(Visible 2 Rifles and 1 Heavy Cannon) vs a competent distance of Laser Weapons low-standard for 3 Soldier in term-of weight (2 Laser Rifles, 2 Laser Pistols).&lt;br /&gt;
 &lt;br /&gt;
 Imagine this alternate composition in place in 3 soldiers in screen vs &#039;Reaper&#039; unit. The Cups or cans in reticle is not a problem as an obstacle for Laser Pistol or Laser Rifle, Nand the walls are Rifle(type) and Heavy Cannon evident. HE-HC Auto-cannon would cause 1-3 casualties in misfire but careful use of 3 soldiers in Laser Range at low standard would make moving vs &#039;Reaper&#039; not useless but disadvantaged in most cover engagements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 1-of-2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The Soldier further away from the &#039;Reaper&#039; unit has a free shot out of structure without movement. Other 2 force-invalid Soldiers are forced overwatch on fallen back X-COM-negative arcs or cover-over-context.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Top-Down 4X(X-COM Soldiers : Conventional) vs 3O(Floaters and Reaper)&lt;br /&gt;
 2 Menacing Floaters in obstruction and not safe range, one Reaper 2 by 2 near right-bottom.&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
 [[File:Overhead Reset Reaper.PNG]]&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The lead in attack is a rifle soldier that is powerful and effective vs (Floater Soldier).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 2-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Unit gets countered by depth of fire and lack of tactics in the advance position, vs inadequate armor in a type vs &#039;Plasma War&#039;.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Second side Reset Reaper Part 1 of 2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As X-COM Soldiers move outward of the 1-square infantry-movable open hallway, they can be initially prepared in terms of retreat after 3-4 loaded-(Rifle) shots, be them Snap Shot or Auto Shot vector grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 1-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As the confront is a fallback-possible position to pull the moving defender into a crossing range of failing fire as a standard of retreat vs. angles in the open windows via position this (in X-COM UFO Defense (1994)).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 2-of-2.PNG]] &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Initially destructive as as a piecemeal advantaged-benefit to covered defended positions or groups of Conventional Soldiers(X-COM), you can see it is more direct and has less overall use than you will see in Laser Ranges as an outlay of Obstacle Destruction in a per-series count of destruction as a number or abstraction of base-value integers.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Save of Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 ``With lack of reasoning, point-shooting is a very negative behavior for your group and can discourage a simple-take quasi-crystal with non-regard as prepared failure vs magic.``&lt;br /&gt;
&lt;br /&gt;
 But you can see the Civilans will survive and mass in numbers because you have so much ground area between them and (Civilian) assumed &#039;waypoints&#039; based on calculation and correctness of game logic in values. (Civilian Faction in Red)&lt;br /&gt;
&lt;br /&gt;
 [[File:Cover in Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Win and Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Bought 19 Scientists: Feb 5th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Feb 5th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
 After partial clearing (3 Sectoids Killed) by the Tank/Cannon with no losses, you can feel partially safe in the area, when moving down your 6 man team of X-COM Soldiers, They encountered a single Sectoid and made an effective shot in use of Rocket Launcher(no Additional use present) but in the turn after lost a man who was exposed with no vision of afar, leading down to 2 Tank/Cannon and 5 Soldiers.&lt;br /&gt;
&lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 1 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 2 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The true negatives of the need of this 6th Soldier as a Utility Weapon user become apparent as the 5 man squad cannot recover in advance of encumbered Tank/Cannons in relative position of broken architecture, that limits vision of afar vs unseen Cyberdisk.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 3 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 4 of 4.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Partial Recover as a mid-path Disadvantage in Tactics via Terror Mission : 2 Tanks 5 Soldiers Conventional(Rifle/HE) ==&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 1 of 3.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 The pictured 5 Soldier squad has an opportunity to make equipment changes of carry (alien)Artifacts into the SKYRANGER as an area technique of lessened risk via (Carrier efficiency vs. scouting) as a tactic of sustained advantage in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 2 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The main issue is the advancing broken Tank/Cannon line becomes engaged in further attacks and lack decision-making vs firepower in opportunity. &lt;br /&gt;
 &lt;br /&gt;
 The idea that the units are not capable of encountering the human-made obstacles is apparent in the need for &#039;Laser War&#039; as an arc setting of lack vs post-tested Technology in (Laser Rifle and Tank/Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 Losing a tank dramatically changes the strategy and thinking of the group. Forced failure in 1 Tank and 5 Soldier Combat Setting :&lt;br /&gt;
 &lt;br /&gt;
 [[File:1 Tank Lost 5 Man.PNG]]&lt;br /&gt;
== HE Use as a misstep and Failure to Respond to Loss of Tank/Cannon concerning Ground-clearing as a Directive of Survival ==&lt;br /&gt;
 &lt;br /&gt;
 User Error as a Tactician is apparent in use of the HE as a cover-clearing option and can be used at throwing range. The most important near valid negative, in terms of perfect use by an experienced used (with no add ons or covering mods of some kind in UI) is: &lt;br /&gt;
 the effect of the shell of effect per use of Explosive in terms of X-COM UFO Defense (1994) exampled in HE, Grenade, Alien Grenade is effected by material status and of surrounding obstacles of given game standard in terms of hardness. (I.e. plasma wall vs human wall, chair vs wall vs window and etc.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I was off by 2 Iso units to save my use soldier, but there was a valid opening created in terms of team value at range vs (Sectoid-Cyberdisk)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This additional encumbers the Tank/Cannon due to loss of strength in context of Obstacle clearing need in Conventional(Rifle/HE)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire +1 turn.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Tank Constriction in Range Setting ==&lt;br /&gt;
 &lt;br /&gt;
 Tank/Cannon is additionally disadvantaged as time goes on without Laser Weapons(Laser Rifle-Heavy Laser and Tank/Laser Cannon) for range clearing and necessitates the need of &#039;Laser War&#039; as an arc of Technology in X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Cover-over Fire of the Rifle on top of Tank/Cannon is one of the main disadvantages of (Rifle/HE) as a Class set-up vs Laser Rifle as a 1 item-unit Inventory&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 This Tank Disadvantage leads to further loss and a forced fighting position against a Sectoid group behind a window a broken wall&lt;br /&gt;
 &lt;br /&gt;
 (there is a weird inefficiency vs person soldiers behind &#039;double-slit-window&#039; tile of wall in this terror mission texture set: I do not trust Einstein... but I think it was Thomas Young 1802 according to &#039;https://en.wikipedia.org/wiki/Double-slit_experiment&#039;)&lt;br /&gt;
== Broken Walls as a defeat for Conventional(Rifle/HE) Soldiers as Comparison ==&lt;br /&gt;
 [[File:2 Man risk and retreat 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Full failure of edge in attack.&lt;br /&gt;
 &lt;br /&gt;
 [[File:2 Man risk and retreat 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 You could go so far as to say human-made walls and building Sprites have a direct advantage over Conventional(Rifle/HE) Soldier in direct reduction of effect as boundary to survival.&lt;br /&gt;
 &lt;br /&gt;
 [[File:3 Man Risk Terror 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 1 Soldier lost in retreat to escape with SKYRANGER to no advantages except minor score and potential of surviving Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Ditch to retreat at a loss.PNG ]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Lost Terror Mission Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Failed Terror Mission.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense ==&lt;br /&gt;
&lt;br /&gt;
Point of View here is that there are not options to keep the opening soldier alive in the need to open the Plasma Door of the Small Scout UFO. This opens the idea in terms of effective tactics in terms of over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense (1994)&lt;br /&gt;
&lt;br /&gt;
[[File:Door open dilemma.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 You have many available soldiers and the inevitable loss of the opening door soldier is very certain, but be sure to see if this is the case, if you have a better idea,  as to how to do this with the initial options available Jan 1st : please let me ProspectOfIgnorance know via, the location on bottom by the other messages(?), I will try to find.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Ice Bridge as a protected throughway 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 By opening the door you have a very large advantage that will if you are ordered correctly guarantee you will lose in exact (1) X-COM Soldier-- regardless of Difficulty level(usually 1 - Max 5 Sectoids)&lt;br /&gt;
[[File:Ice Bridge as a protected throughway 3 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Once you open the door it is an open advantage that you can easily handle with the remaining soldiers and equipment if you have a good arc of fire located around the door, and you scout to the corners before entry.&lt;br /&gt;
&lt;br /&gt;
[[File:Series of fire vs Small Scout 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Clearly a profitable encounter, on the back of the Tank/ Rocket Launcher as an initial and unhandled effective threat to Sectoids in &#039;Plasma Pistol fleet&#039; set-up.&lt;br /&gt;
&lt;br /&gt;
[[File:Series of fire vs Small Scout 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 The score of the landed UFO-1&lt;br /&gt;
&lt;br /&gt;
[[File:UFO-1 Captured MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Laser War Premise ==&lt;br /&gt;
 Laser War Premise is my overall strategy idea concerning the theoretical boundaries between and across; (Gauss/Conventional) -&amp;gt; Laser =&amp;gt; Plasma war-frame budgeting from a build order and as a prepared statement level in an e-sports inspired direction or capacity of gameplay.&lt;br /&gt;
&lt;br /&gt;
 This concerns a greater overarching light and mass physics theory regarding expansive relief of : &#039;Static-Removal Simulation Theory&#039;&lt;br /&gt;
&lt;br /&gt;
== Laser War Part 1 : January - March (Early Game) ==&lt;br /&gt;
&lt;br /&gt;
 Consider an increasing full theme of early game techniques, to open into Laser Cannons etc. Here is the full list available as of today:&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
== Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
==============================================================================================&lt;br /&gt;
&lt;br /&gt;
 [[File:Conventional Terror - Mission 1 Turn 2 - Battlescape - Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This is an example of the direction you can go to showcase the initial advantages that the &#039;Conventional&#039; Weapons Arc is capable of producing in the early game as I see it.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Conventional Terror-Mission 1 Turn 2 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The idea is that you want to initially convert money into Workshops and Living Quarters in the hope that you can then move up into the tech need of 4 Laboratories (2 of which I am deciding to use in a separate location for this play through I am using my Pine Gap XSB Base) and FIRESTORM, LIGHTNING, and AVENGER advanced craft.&lt;br /&gt;
&lt;br /&gt;
Because the units on the ground are so advantaged by unit depth in the early game the SKYRANGER configuration:&lt;br /&gt;
&lt;br /&gt;
 14 Soldier&lt;br /&gt;
&lt;br /&gt;
is the most effective and useful for cost efficiency and construction cost in terms of time to research.&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 7th  Save File Tree==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 1st - Jan 7th Save Tree for Infantry First Mech-Laser Tank Strategy in X-COM UFO Defense.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Infantry First Mech-Laser Tank : Type 1 ==&lt;br /&gt;
== Thule AFB : Type 1 ==&lt;br /&gt;
[[File:Building Buy Type 1.PNG]]&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 2 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
&lt;br /&gt;
Large Radar Array (Building for 25 days) x 1 Cost Each : $800,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Sells:&lt;br /&gt;
 [[File:Sell - Type 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 8 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 11 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 1 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 26 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon ( Transfer in 24 Hours) x 6 Cost Each : $13,500&lt;br /&gt;
&lt;br /&gt;
AC-AP ( Transfer in 24 Hours) x 4 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
AC-HE ( Transfer in 24 Hours) x 14 Cost Each : $700&lt;br /&gt;
&lt;br /&gt;
AC-I ( Transfer in 24 Hours) x 1 Cost Each : $650&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 10 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher ( Transfer in 24 Hours) x 12 Cost Each : $4,000&lt;br /&gt;
&lt;br /&gt;
Small Rocket ( Transfer in 24 Hours) x 61 Cost Each : $600&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 2 of 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
Incendiary Rocket ( Transfer in 24 Hours) x 1 Cost Each : $1,200&lt;br /&gt;
&lt;br /&gt;
High Explosive ( Transfer in 24 Hours) x 11 Cost Each : $1,500&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade ( Transfer in 24 Hours) x 70 Cost Each : $150&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 31 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) ( Transfer in 24 Hours) x 42 Cost Each : $1,240&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 3 of 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:1st Loadout.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER-1- 1st Loadout 1 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 8 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 3 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 6&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 8&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 3&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) x 1 | Space Used : 0&lt;br /&gt;
&lt;br /&gt;
Grenade x 5 | Space Used : 1&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 2 | Space Used : 1&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
 [[File:Research Type 1 - 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Research Type 1 - 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
10 Scientists | Medi-Kit | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 1st - Jan 7th ==&lt;br /&gt;
&lt;br /&gt;
There were no UFO units in the early game prior to Jan 5th except the Extra Small UFO --&lt;br /&gt;
&lt;br /&gt;
 I am of the opinion that the XS UFO is best left alone in the very first days of January in X-COM UFO Defense (1994)&lt;br /&gt;
&lt;br /&gt;
 The best you can do is shoot it down based on the speed it is traveling at when it presents on the map.&lt;br /&gt;
 &lt;br /&gt;
 If you shoot it down there will likely be a Battleship attack on your base prior to Jan 10th. Just leave it alone.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Because there was no contact I checked the graph and there was reason to believe there may be UFO activity in North Africa.&lt;br /&gt;
 &lt;br /&gt;
 The Aircraft in X-COM UFO Defense cost nothing to refuel, so manual scouting can be an edge in the very early game.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Scouting_into_North_Africa_-_Jan_5th.PNG]]&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 1st UFO - Landed&lt;br /&gt;
 Always try to tail the 1st 3 UFO smalls and they will be more likely to land, which is a better economy statement for you X-COM Company in January.&lt;br /&gt;
 &lt;br /&gt;
 I was using Cannons in this run. There is some exchange of fire before the landing, which I am unsure of how it effects the alien&#039;s scoring but I effect the reasoning that it makes the alien more likely to engage more heavily as an increasing weight-of-combat arc.&lt;br /&gt;
 &lt;br /&gt;
 The effectiveness of the Conventional class is much about overkill and avoiding overlapping fire in the initial encounter when moving outside of the SKYRANGER:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Rocket play UFO-3 January 7th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 When your units approach the craft, you want to drop the Rocket Launchers on the units that will breach the entry. You can potentially hazard 1 in the back behind the door to fire into the UFO in case of a large number of alien crew in a group (3 or more that will defeat the soldier that opens the door almost 100% of the time)&lt;br /&gt;
 &lt;br /&gt;
 I choose to use an alternating system of Rocket/Rifle Soldiers in terms of 2 types for item loadout: Both have a rifle - 1: 1 loaded Rocket Launcher and 1 Electro-flare, 2: 1 loaded Rocket launcher and 1 additional Rocket.&lt;br /&gt;
 &lt;br /&gt;
 This allows you to drop them on the field if you are breaching entry or if you run out of rockets via use.&lt;br /&gt;
 &lt;br /&gt;
 [[File:FInal_Approach_UFO-3_-_Jan_7th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:FInal Approach UFO-3 - Jan 7th top-down.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Additional Buildings January 7th:&lt;br /&gt;
 &lt;br /&gt;
 Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
 Living Quarters (Building for 16 Days) x 1 Cost Each : $400,000&lt;br /&gt;
 &lt;br /&gt;
 [[FIle:Building_purchase_after_Selling_tech_from_UFO-3_Jan_7th.PNG]]&lt;br /&gt;
== Theory of Overlapping Bases ==&lt;br /&gt;
&lt;br /&gt;
 After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.&lt;br /&gt;
&lt;br /&gt;
 If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. &lt;br /&gt;
 &lt;br /&gt;
 It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.&lt;br /&gt;
&lt;br /&gt;
 The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). &lt;br /&gt;
 &lt;br /&gt;
 You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat AFB Base build on Jan 12th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 12th - Jan 21st Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 12th - UFO-5 Turn 4 Jan 21st.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
&lt;br /&gt;
== Jan 12th - Jan 21st ==&lt;br /&gt;
&lt;br /&gt;
[[File:Med-kit completedLaser Weapons Jan 17th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 On Jan 17th the first profit producing technology is researched: Medi-Kit.&lt;br /&gt;
&lt;br /&gt;
 you want to leverage the cost of such and some minor goods to produce a gain of 1 engineer per cycle, while leveraging the cost of the Medi-kit - ~$2,000. It was originally 1 Day 6 hours or more but moves steadily downward to minimal with theory max 250 engineers capable as a throughline-metagame in terms of macro in space efficiency.&lt;br /&gt;
&lt;br /&gt;
 When you are done with Medi-Kits you move up to Laser Pistols on Jan 17th.&lt;br /&gt;
[[File:Laser Pistols Jan 19th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Onward to Laser Rifles on Jan 19th.&lt;br /&gt;
== General Stores in Base 2 as an Economy Grouping ==&lt;br /&gt;
[[File:General Stores in Base 2 Jan 20th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Due to the unease of use in the mechanics at play in terms of the alien attacks in X-COM UFO Defense, I find the amount of money and stores that it takes to hold alien corpses all game in-substantive in terms of gameplay. The idea that you can make $594,000 per 4 hours at theory maximum 250 engineers makes it a user luxury if you see it that way. &lt;br /&gt;
&lt;br /&gt;
 I therefore as a user declare this to be the way I want to score my own rates easily in terms of speed and dynamic grouping.&lt;br /&gt;
&lt;br /&gt;
 There is also mention on the theory of reality in terms of W. Glenn Davis Interview, recorded interview in 11/19/1990(Nation Archive) in that there could have been movable units of alien corpses in Wright-PatAFB as a intermediate statement (in X-COM UFO Defense : Alien corpses are considered an item that is stored as any other in the general stores) into the holding of a greater principle based around need. I have a theory of a proton shower that in context could have been related to down-cycling of a step-wise gravity pump (and stasis object) as described by Stan Deyo, surrounding the compelling evidentiary story line about his working in Pine Gap or near there on UFO Simulators (See Bill Uhouse on UFO Simulators) but do not have compelling evidence in this theory to fall back upon, but it is greater in competency to see the proton shower ideation from a StarCraft BroodWar typic circumstance level from the aside of &#039;Plasma Fire&#039;. tbd if I make this interesting side story about StarCraft narrative theorizing a further topic of discussion in bleed-through.&lt;br /&gt;
------------------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------------------&lt;br /&gt;
 Please do not take this as anything more than a context argument in valid use of the topic consequence of science fiction as a divide and entertainment. These minor points are not valid truth or proof but my addition to the visitation of proof. To compel my play in a further forward competitive and contemplative meta-game of X-COM UFO Defense, not a search for proof nor recognition or confirmation surrounding said mentions prior.&lt;br /&gt;
&lt;br /&gt;
 [[File:Fall Back interceptor in Thule as an air argument Jan 21st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 I find that there is value in overshooting one of two moving ground based interceptors, and moving the second to intercept. Here I notice another one of the unmarked advantages of Thule AFB as a location statement in X-COM UFO Defense. &lt;br /&gt;
&lt;br /&gt;
 When you engage a UFO in the surrounding areas in the minor islands and parches near Thule AFB, you will find that it is greater than average, potentially overstandard that there will be land to fall on in a landed or crashed UFO. More than you might realize it is defended in X-COM UFO Defense via game logic.&lt;br /&gt;
&lt;br /&gt;
 [[File:Landing UFO-5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I eventually forced the UFO-5 to land but again there was an exchange of fire, Neither craft was discernibly effected and it landed to a SKYRANGER Mission. It helps to deploy your SKYRANGER directly against the UFO in intercept because they will not fire-in-the-lead on your SKYRANGER in this instance.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Conventional Spread Army in UFO-5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Saved Files show some interesting Conventional Weapons Soldier tactics and orientations and the reality of the misfiring danger in average use with lowly or untrained Soldiers(Rookie-Squaddie).&lt;br /&gt;
== Jan 21th - Jan 30th Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:UFO-5 Turn 5 Jan 21st.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
&lt;br /&gt;
== Jan 21st - Jan 30th ==&lt;br /&gt;
&lt;br /&gt;
 This Section is mostly Snapshot devices in BattleScape. This is the same in-game battle as the previous section for the most part in terms of X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Weird Geometric arguements UFO-5 Turn 5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 [[File:Sell Funds Jan 21st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The sold funds buy 2 Workshops&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || x 2 Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laboratory Jan 27th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Large Radar complete Jan 26th.&lt;br /&gt;
 &lt;br /&gt;
 Laboratory complete Jan 27th.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Living Quarters Jan 30th.PNG ]]&lt;br /&gt;
&lt;br /&gt;
 Not clearly pictured, but there is a new Living Quarters on Base 2 on Jan 30th.&lt;br /&gt;
&lt;br /&gt;
== Jan 30th - Feb 5th and Terror Mission Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 30th-Feb 4th Terror Mission Turn 2.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Jan 30th - Feb 5th and Terror Mission ==&lt;br /&gt;
 Theory of use with Use of Sale in Research and Multi-level Usage of Research Project Material feature&lt;br /&gt;
 &lt;br /&gt;
 [[File:Available Research vs Stores 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Available Research vs Stores 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 January End and Score update.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Funding Change January.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Cannon rounds were sent to Wright-Pat AFB for rearm of a 2 INTERCEPTOR via 3 Hangar response with cannons as an-anti-small craft setup for defense.&lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Rifle Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Started Laser Rifles Feb 4th.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Opening Monument Covered Hangar-Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Added 1st step covered Hangar on Monument - needs to be surrounded by 1 square of other structure buildings to maintain security, despite connectedness to access-lift making it a 5 square weak point.  Isolated access entry via 1-square-connected access-lift is safer vs attacks but slower in 2 base especially if diffuse management of engineering assets is needed for Faster Alien Alloy Production.&lt;br /&gt;
&lt;br /&gt;
 Alien Alloys have a max worker budget per base at 100 Engineers Maximum per Base, so 2 Bases could both do 100, and you could produce at 200 at a time collectively, while 1 Base is capped at 100 even if there are theory maximum 250 engineers present.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Pine Gap-XSB Laboratory-Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Pine Gap is XSB in this instance, this is a Xenoscience Base -- which is flexible except a need for 2 Laboratory and 2 Living Quarters, as well as at least 1 General Stores. Set Down Living Quarters and Stores on Feb 1st. XSB is in this instance also a working intercept/covered light fighter housing in depth of all size minus 1 2-by-2 Hangar-sized comparison.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Start Producing Laser Pistols asap, During Terror Mission 1 Deployment - Feb 4th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Throughout this timeframe Laser Pistol, Rifle, and Heavy become produced and your conventions shift to a step-stance between&lt;br /&gt;
&lt;br /&gt;
 (Conventional -&amp;gt; Laser)&lt;br /&gt;
&lt;br /&gt;
 [[File:Workshop Complete - Feb 2nd.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Another Workshop complete but lack of Workers means looking for UFO contact to intermittently finance Engineers pre-(Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat Transfer 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Intermittently housing alien corpse in Wright-PatAFB continue until a tech pattern expansion and stores under-utilization in XSB used only for research.&lt;br /&gt;
&lt;br /&gt;
 [[File:Wright-Pat Transfer 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Feb 5th to March 5th and Laser Cannon Tech Complete Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Feb 4th Terror Mission Mission Turn 3-Feb 5th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Feb 5th - Feb 26th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Feb 26th-Laser Cannon Complete.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Feb 5th to March 5th and Laser Cannon Tech Complete ==&lt;br /&gt;
&lt;br /&gt;
 This is a long tactics section that highlights the topic circumstances and techniques-advantages of the Conventional Weapons Class in X-COM UFO Defense (1994) in the Terror Mission vs Floaters and in specific Reapers and Floaters as a joint-army type vs 14 X-COM Soldiers with no armor support.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Due to the disadvantages of 2-by-2 units such as Tanks(X-COM) and Reapers(Floater army) you have a very positive and potentially direct movement for any Soldier in 1-vs-all decision making in the early game as X-COM.&lt;br /&gt;
&lt;br /&gt;
 By use of the tech tree that is described you can make use of AC-HE and Small Rockets to clear partial alleyways into the embankment architecture with overly negatively-efficient means. This meaning that you have too much single firepower vs group motion of firepower, but it is spread in a dangerous direction due to the in-accuracy and need of movement of lowly or untrained staff (Rookie-Squaddie).&lt;br /&gt;
&lt;br /&gt;
== Paradox Movement in Partial Advantages of the Conventional arc (Rifle/AC-HE/Small Rocket), vs Laser arc(Alien Grenade/Laser Rifle/Laser Pistol and Tank/Laser Cannon) ==&lt;br /&gt;
&lt;br /&gt;
 To further describe this relationship, I present the following terms about Laser Weapons Class vs Conventional arc (Rifle/AC-HE/Small Rocket) and describe the opposite in such as disadvantages vs Laser Weapons Class continuously.&lt;br /&gt;
 &lt;br /&gt;
 Laser Cost Advantage: There is a single cost of use for any Laser Weapon as long as the weapon is not destroyed.&lt;br /&gt;
 Conventional Cost Disadvantages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The equipment (Auto-Cannon and AC-AP at cost, and AC-HE at cost as a single soldier -- or abstracted on entire arc as a single forward Soldier at distance to succeed) vs (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage). &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Conventional arc is in my approximation nearby but steadily standardly disadvantaged in terms of height vs Laser Weapons in this attitude(Range vs Point-shooting at hazard to X-COM person soldier). &lt;br /&gt;
 &lt;br /&gt;
 The advantages are thus that the single Conventional forward point-shooting soldier requires ongoing cost-in to succeed and is inaccurate but standardly similar in terms of energy usage vs destructible architecture and embankments via Range deconstruction vs Laser Range as a continuum-distance statement vs. and as X-COM opposed.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 In the following scene there is depiction of the forward group of 4 soldiers differently equipped encountering 3 alien units in a group, 2 Floaters in cover-in-distance pattern and obscured : and 1 &#039;Reaper&#039;(this is an unusual abstraction unit)Tank/Soldier threatening the group nearby broken house as a cover mechanic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover in houses Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 As you see the covering soldier at the hallway edge is in the blast radius of a previous engagement of the &#039;Reaper&#039; and it was a single use of Small Rocket that killed the alien unit, and cleared a hallway into the house and surrounding area ( in one reaction vs Laser Weapons Class advantages in splitting-&amp;quot;Laser Fire&amp;quot; in Ranges vs Obstacles and alien units).&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Another mistake in design vs the type advantages of Laser Weapons, here you see that the unit in Movement Pointer(MP) has a Heavy Cannon. I introduce the idea that if you see an indistinct design you should abstract against all types it could be run with. In this situation that means:&lt;br /&gt;
&lt;br /&gt;
 HC-HE - High Explosive available in context range (4 max 3-by-3 stars in effect) which has a unit-distance 0 reaction-relationship in arming from aside and in-effect friendly shell misfires.&lt;br /&gt;
  &lt;br /&gt;
 HC-AP - point of attack high power slug. Use as a Tank/Cannon with extra potential mobility for soldier as a movable arm. It is like a super-rifle in arm standard and damage to environment (as a relationship with speed over time units).&lt;br /&gt;
&lt;br /&gt;
 Because of this you need to assume that all loaded HC ammo is HC-HE as a minor disadvantage from cross firing and intermittent obstacles as a mission cover concept with no tactical depth in &#039;scoring&#039; (in X-COM UFO Defense (1994)). &lt;br /&gt;
&lt;br /&gt;
 Assume the difference of Conventional(Visible 2 Rifles and 1 Heavy Cannon) vs a competent distance of Laser Weapons low-standard for 3 Soldier in term-of weight (2 Laser Rifles, 2 Laser Pistols).&lt;br /&gt;
 &lt;br /&gt;
 Imagine this alternate composition in place in 3 soldiers in screen vs &#039;Reaper&#039; unit. The Cups or cans in reticle is not a problem as an obstacle for Laser Pistol or Laser Rifle, Nand the walls are Rifle(type) and Heavy Cannon evident. HE-HC Auto-cannon would cause 1-3 casualties in misfire but careful use of 3 soldiers in Laser Range at low standard would make moving vs &#039;Reaper&#039; not useless but disadvantaged in most cover engagements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 1-of-2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The Soldier further away from the &#039;Reaper&#039; unit has a free shot out of structure without movement. Other 2 force-invalid Soldiers are forced overwatch on fallen back X-COM-negative arcs or cover-over-context.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Top-Down 4X(X-COM Soldiers : Conventional) vs 3O(Floaters and Reaper)&lt;br /&gt;
 2 Menacing Floaters in obstruction and not safe range, one Reaper 2 by 2 near right-bottom.&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
 [[File:Overhead Reset Reaper.PNG]]&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The lead in attack is a rifle soldier that is powerful and effective vs (Floater Soldier).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 2-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Unit gets countered by depth of fire and lack of tactics in the advance position, vs inadequate armor in a type vs &#039;Plasma War&#039;.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Second side Reset Reaper Part 1 of 2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As X-COM Soldiers move outward of the 1-square infantry-movable open hallway, they can be initially prepared in terms of retreat after 3-4 loaded-(Rifle) shots, be them Snap Shot or Auto Shot vector grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 1-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As the confront is a fallback-possible position to pull the moving defender into a crossing range of failing fire as a standard of retreat vs. angles in the open windows via position this (in X-COM UFO Defense (1994)).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 2-of-2.PNG]] &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Initially destructive as as a piecemeal advantaged-benefit to covered defended positions or groups of Conventional Soldiers(X-COM), you can see it is more direct and has less overall use than you will see in Laser Ranges as an outlay of Obstacle Destruction in a per-series count of destruction as a number or abstraction of base-value integers.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Save of Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 ``With lack of reasoning, point-shooting is a very negative behavior for your group and can discourage a simple-take quasi-crystal with non-regard as prepared failure vs magic.``&lt;br /&gt;
&lt;br /&gt;
 But you can see the Civilans will survive and mass in numbers because you have so much ground area between them and (Civilian) assumed &#039;waypoints&#039; based on calculation and correctness of game logic in values. (Civilian Faction in Red)&lt;br /&gt;
&lt;br /&gt;
 [[File:Cover in Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Win and Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Bought 19 Scientists: Feb 5th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Feb 5th.PNG]]&lt;br /&gt;
== Cannon Light Fighter Feb 6th : 2 INTERCEPTOR by 3 Hangars ==&lt;br /&gt;
&lt;br /&gt;
 Day 1 fastest Light Fighter - Feb 6th : Cannon&lt;br /&gt;
&lt;br /&gt;
 The good thing about Cannons is that it will scale about directly in an appropriate manner to the UFO Scout-superclass(Small Scout, Medium Scout, Very Small) in terms of damage to the craft vs Usable Cannon(x50) rounds per craft.&lt;br /&gt;
&lt;br /&gt;
(type)Cannons are not appropriate vs Medium UFO Class and above,&lt;br /&gt;
 in terms of 1-off 1-and-all air battles, in &#039;point battle&#039; as a simulation abstract-exclusive term:&lt;br /&gt;
&lt;br /&gt;
 of point battle warfare as a war-frame budget or type of war-frame warfare.&lt;br /&gt;
 &lt;br /&gt;
 [[File:1st Light fighter Feb 6th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Workshop : Feb 6th&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:6 Workshops placed - Feb 8th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Living Quarters(2) : Feb 21st&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Living Quarters x 2 || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Heavy Laser and 2 Living Quarters Feb 21st.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Heavy Laser Complete -&amp;gt; Laser Cannon : Feb 17th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Heavy Laser Complete Feb 17.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
== Inventory of Thule AFB in Post-Research Reasoning ==&lt;br /&gt;
 It is interesting to consider that you do not need to use your scrapped or stolen Artifact post mission at Exit.&lt;br /&gt;
 &lt;br /&gt;
 With this idea of tamping down your inventory into holding uncertainty you reach-in-depth or provide depth-of-person-reasoning in depth.&lt;br /&gt;
 You can hold your idea of profitability vs. (the idea of start-up cost as a constant in terms of ) : use as tactics : in X-COM UFO Defense&lt;br /&gt;
&lt;br /&gt;
 You can then unitize the shear-logic upon the sidedness of your holding armies as - 14 Soldier : Conventional -&amp;gt; Laser &lt;br /&gt;
&lt;br /&gt;
 I will use Alloy and armor at cost if need be so I Will never (unless minor Engineer cost is evident to repair profit cycle in mid month) sell Alien Alloys or (Elerium 115) but I hold Plasma Rifle as an example of use and sale in perpendicular Weapons as Class : statements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Inventory in Thule After Terror Mission 1 - Feb 5th.PNG]] &lt;br /&gt;
&lt;br /&gt;
 You start to hold more Laser Weapons as time goes on and less useable clips as the limiting factor leads sale of weapons over clips, and replacement with more dense Laser Class Weapons that only require 1 piece of equipment with no use of weight drop-off among n groups of 1 or greater Conventional -&amp;gt; Laser equipped X-COM Soldiers at abstraction vs indiscriminate and reducing range in depth : to reach to Lasers as a Standard or Range Politics as direction in/and vs. X-COM UFO Defense (1994).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laser Transition from conventional.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 As you run out of HC-AP and HC-HE you should sell Heavy Cannons as the Laser Tanks are becoming evident on the next spectrum of step-usefulness pattern advance and engagement.&lt;br /&gt;
&lt;br /&gt;
 in addition you should hold the Rifles until you have no clips but do not have them in the SKYRANGER to allow for more Laser Rifles and Heavy Lasers in Inventory to overlap and reduce the usage of the concept of Small Rockets and AC-HE and AC-I over AC-AP.&lt;br /&gt;
 &lt;br /&gt;
 I am starting to realize that mass Smoke grenade as an outward concept of protruding warfare tactics in alien base assaults and Terror Missions and Medium Class UFOs and above, can be very powerful in ultimate reasoning of effectiveness over tag-fire as a continuum concept of academic logic expansion of various groups over a filling-random anti-player opponent(as X-COM with Smoke Grenades). It costs one turn to prime for &#039;0&#039; and reset it at your shoulder item slot. This will cover the point of attack with positional concealment, even if there are survivors -- at no cost to X-COM Health points as a metric of success.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Removing riles and Heavy Cannons for Laser Pistols Feb 9th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Engage UFO-6 and both craft INTERCEPTOR, UFO fight for minimal damage : Cannon &lt;br /&gt;
 UFO-6 Lands:&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO-6 - Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Landed Mission UFO-6&lt;br /&gt;
 [[File:UFO-6 Landed-Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
== Final Steps to Laser Cannon Technology and Approximate Scoring ==&lt;br /&gt;
 &lt;br /&gt;
 I made a minor user error in losing a Terror Mission and all the points associated but survived in a month (Superhuman is the only one I use and you need better than -500 to &#039;Survive&#039; the month in (boolean null standard territory of 0 or -1 when -3 will lose) you vs./via the game via (alien)minor changes on the game map globally, despite intermediate player-losses.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Feb Month Summary-lost Terror mission.PNG]]&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Living Quarters(2) : March 1st&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Living Quarters x 2 || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Thule AFB Base March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Update your Laser System as you produce engineering goods for profit over the period in time prior to Laser Cannon Research being complete in your play-through, despite date in game.&lt;br /&gt;
&lt;br /&gt;
 I added Heavy Rockets, and Heavy Laser in approximately the same timeframe of advancement. When you are moving away from Conventional Class weapoins and into Tank/Laser Cannons, this also means moving away from AC-HE by using Rocket Launchers around it at last stand of logic before transition to &#039;pure&#039; Laser Weapons Class. &lt;br /&gt;
&lt;br /&gt;
This, : in effect : continuously increasing weapon standard : requires a mixing of conventions to move equitably and not ever using AC-I but holding it, relates to overstaff as a training but not a budgeting-standard not a game(read game logic) mechanic. if there were night missions. I still do not have Motion Scanner, which is an early game advantage and mid-game -tech stable as your team transitions into lower counts of X-COM Soldiers in tune of Tank/Laser Cannon via &lt;br /&gt;
&lt;br /&gt;
 1 Tank/Laser Cannon , 10 Soldiers : Laser Weapons and Personal Armor &lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
 &lt;br /&gt;
 2 Tank/Laser Cannon , 6 Soldiers : Laser Weapons and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 Ultimately there is less of a choice in AVENGER(2 Tanks, 3 Tanks or 4 Tanks) in the mid-game and beyond as your range is in question to your liability in the game vs the use of it as a profit organism that required tech and &lt;br /&gt;
&lt;br /&gt;
 (Elerium 115 Secret plot device): Free Tanks/Workshop products as mentioned far above in tips -- see Light Fighters etc.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Update your Laser System March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Further advance in my Bases as 2 set Units moving up to the Top over time from Bottom as transposed/connected with Base 1 &#039;Thule AFB&#039; placing 4 Hangar for covering Light Fighters primarily in mid-game as a Single Air Command structure vs range and radar depth March 5th - &amp;gt; beyond&lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-PatAFB Base March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 LC Completed on March 2nd&lt;br /&gt;
 [[File:Laser Cannon at March 2nd.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 LC Deployed March 5th:&lt;br /&gt;
 Tech is next standard Question - When to advance&lt;br /&gt;
 &lt;br /&gt;
 [[File:Laser Cannon Tech Complete and open field - March 4th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Mixed Conventional : 1 Tank/ Rocket Launcher and 10 Soldiers : Aggressive Tech Advance vs Sectoid ==&lt;br /&gt;
&lt;br /&gt;
== Initial Theory of Aggressive Tech Advance and Theory of Use ==&lt;br /&gt;
&lt;br /&gt;
 This build order variant is the most high technology leaning flavor of the 3 sub sets that are presented.&lt;br /&gt;
 &lt;br /&gt;
 These being - &lt;br /&gt;
 14 Soldier : 1 Tank/ Rocket Launcher and 10 Soldiers : 2 Tank/ Cannon and 6 Soldiers &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This is a technology race build in that you move into Laser Cannons after Researching the first alien technology that you can find. The build I go here initially involves Researching Plasma Pistol and Clip as well as Mind Probe early. You can then use the &#039;Free Tanks&#039; Engineering efficiency window to make these your primary profit producing goods for no material costs. &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This build will be more advantaged in the mid game and late game as a Technology-heavy option for the highest soldier preparation including Hovertanks/Flying suits and Blasterbombs. The curve the tech takes involves scouting for alien base early which relies on a good match with the race that you encounter first, with advantages in early high tech as a set-up at first take in January.&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This orientation is the ideal set up for an early capture plan to rush into Sectoid Leader and Psionics in the early game before late April, and could be a quicker date-time based opening into advanced tech, than a more macro oriented strategy in terms of building Laboratories, Workshops( Or additional Hangars) as a step-up building plan for mid game.  &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 The main power of the build revolves around the use of the opening equipment(deemed Mixed Conventional) which is in effect Ac-AP and HC-AP primarily. This allows the need to make only very small purchases other than Tank/Rocket Launcher (x 2) which is a powerful, more highly efficient HWP than Tank/Cannon. On average the Rocket Tank is the best opening in terms of raw power, vs opening Plasma Pistol fleet Sectoid. The advance topic of high technology as the goal is also apparent in this build by use of an opening Large Radar Array, which is a net benefit in Artifact recovery rates and number of detected UFOs in the early game.&lt;br /&gt;
&lt;br /&gt;
== Thule AFB anti-Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Anti-Type 1MixedConventional 1Tank Rocket Launcher and 10 Soldiers-.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Thule AFB Type 1 ==&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Type 1MixedConventional 1 Tank Rocket Launcher and 10 Soldiers.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Large Radar Array ( Building for 25 days) x 1 : $800,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 2 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 20 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Tank/Rocket Launcher (Transfer in 96 hours) x 2 Cost : $480,000&lt;br /&gt;
&lt;br /&gt;
HWP Rockets(Transfer in 48 hours) x 30 Cost : $3,000&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 6 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 26 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER 1 item Loadout.PNG]]&lt;br /&gt;
 [[File:SKYRANGER1Loadout.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 1 Tank/Rocket Launcher and 10 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 5 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 11&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 8&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
Stun Rod x 4&lt;br /&gt;
&lt;br /&gt;
Electro-flare x 6&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
 [[File:Stores MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]] &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Base Information Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
 [[File:Research Medikits.PNG]]&lt;br /&gt;
30 Scientists | Laser Weapons | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 5th ==&lt;br /&gt;
 &lt;br /&gt;
 From my point of view in comparison, this mixed Conventional(Auto Cannon - AC-AP, Rocket Launcher, Heavy Cannon - HC-AP) loadout with Tank/Rocket Launcher, is the best inventory for the price, without advanced tactics related gameplay.&lt;br /&gt;
 &lt;br /&gt;
 It is most of what you would need in just the standard equipment and 1 Tank/ Rocket Launcher but I will buy 2 because it takes so much more time than you can afford in the early game to transfer them. The Standard Equipment Jan 1st in X-COM is the easiest to use, but not always best(for advanced tactics).&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 The use of Tank/Rocket Launcher is very efficient and effective in 1st strike opportunity vs &#039;Plasma Pistol fleet Sectoid&#039;.&lt;br /&gt;
 &lt;br /&gt;
 It eventually produces an overmatched strongside vs the alien lines when in effect, which relates to your effective tactics being overwhelming even vs larger groups of Sectoids in the early game (Superhuman Difficulty).&lt;br /&gt;
&lt;br /&gt;
 [[File:Open tactics as high-tech.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Difference in use of Rocket Launcher vs open or &#039;locked&#039; voxels at Range ==&lt;br /&gt;
&lt;br /&gt;
 You&#039;ll notice that if I point out that this was a direct hit on this Sectoid, the (actually really unlikely in my experience) 2-voxel wide bridge causes a weird field-of-fire inconsistency, where the number of squares effected move outwardly in multiple directions from a different pace based around the logic that only some blocks can be effected by explosion. I refer to the voxels this water case-state as &#039;locked&#039;&lt;br /&gt;
 &lt;br /&gt;
 The main effect is that the water does not have a cratered appearance and thus will not be effected by explosion in the same way as walkable path ground.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Rocket-tank as an overpower 1 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Rocket-tank as an overpower 2 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 You can see that the overall group of Soldiers is outpaced by the effective use of Tank/Rocket Launcher. If can aim correctly in lead, you can be almost sure of 1-2 kills per turn. If the Tank/ Rocket Launcher is a failure in the lead, the redundancy of group that made up the Soldiers contingent will use the overlap of the (available)Rocket Launcher that is a unit-item not attached as a HWP.&lt;br /&gt;
 &lt;br /&gt;
 You can see logistic and control issues using the unit-item Rocket Launcher as well as the Tank/Rocket Launcher in tandem terms of group dynamics as a &#039;Sensor&#039;.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
[[File:Rocket-tank as an overpower 3 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Concealment to cover advance for a one man straggler.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 Consider losses in this scenario or continuity in this nearby link below:&lt;br /&gt;
 See full explanation here -&amp;gt; [[Over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense]]&lt;br /&gt;
&lt;br /&gt;
== Jan 5th - Jan 8th ==&lt;br /&gt;
== [[Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points]] ==&lt;br /&gt;
 Consider in this nearby link below the idea of the Differences of Laser Ranges vs (Mixed)Conventional in Increment arcs and move-out potential in full explanation here -&amp;gt; [[Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points]]&lt;br /&gt;
-------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 (top down for continuity)&lt;br /&gt;
  &lt;br /&gt;
 [[File:Mid-premise 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This in effect usage of Tank/ Rocket Launcher allows you as a player to use the advantages of geometric units to avoid the average need of maneuver under enemy reaction fire in coverage by average concept grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Geometery 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The inside invasion tactics are overpowered by your numbers as a result relating to less tactics with the use of (Mixed)Conventional over other group types for X-COM Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Geometery 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Score Screen for UFO-2&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO Capture UFO-2.PNG]]&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
== Artifact Retrieval As removal from engineers in a Build Order Budget == &lt;br /&gt;
&lt;br /&gt;
 As you can see the effective use of the (Mixed)Conventional X-COM Soldier is more than you would need in terms of small UFO (Medium Scout), and is an effective route of removing the need for more profit making entities. As a statement this high tech build- goes in primarily one direction(-&amp;gt; Laboratories) and lacks depth before AVENGER in manufacturing.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Closing DIstance.PNG]]&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
 [[File:Building improvements at Jan 5th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 You can net 1.8 Million as a group but you can not relay the negative at this time vs your lack of knowledge vs the alien exercise and related concealment of base in location as a standard of concealment in abstract unit-1 depth terms.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Aftifact runs can be very effective UFO-1 1.8 Million.PNG]]&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Conventional and 2 Tank/Cannon 6 Soldiers Opening: Stable Alloy Infantry Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
== Conventional and 2 Tank/Cannon 6 Soldiers Opening: Stable Alloy Infantry Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
 This is a build the leverages the cost advantages of using Rifles and Tank/Cannon without using upgrades in conventional besides HE and Smoke/Proximity Grenades, If you check the prices it is operationally cheaper in terms of survival-in-wear than the Tank/Rocket Launcher. &lt;br /&gt;
 &lt;br /&gt;
 The theory is to pick Alloy First and then Personal Armor if you lose your tanks as an opening advantage into Laser Cannon -&amp;gt; 2 SKYRANGER and then Unified at AVENGER(Laser Rifle Standard Soldiers and Tank/Laser Cannon)&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 13th  Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Conventional and 2TankCannon 6 Soliers Opening Jan1st-Jan13th.zip]]&lt;br /&gt;
 [[File:Jan 13th Crash Site UFO-2.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Conventional and 2 Tank / Cannon 6 Soldiers Opening : Type 1 ==&lt;br /&gt;
== Thule AFB anti-Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Counter theory for theme building Radar anti-type Type 1 Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
== Thule AFB Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 [[File:No Radar True Type 1 Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 1 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Hangar (Building for 25 days) x 1 Cost Each : $200,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters (Building for 16 days) x 1 Cost Each : $400,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Sells:&lt;br /&gt;
 [[File:Type 1 Sell Jan 1st Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 9 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 13 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Tank/Cannon (Transfer in 96 hours) x 2 Cost : $420,000&lt;br /&gt;
&lt;br /&gt;
HWP Cannon Shells (Transfer in 48 hours) x 79 Cost : $200&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
Rifle ( Transfer in 24 Hours) x 4 Cost Each : $3,000&lt;br /&gt;
&lt;br /&gt;
Rifle Clip ( Transfer in 24 Hours) x 29 Cost Each : $200&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 9 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 6 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
Small Rocket ( Transfer in 24 Hours) x 5 Cost Each : $600&lt;br /&gt;
&lt;br /&gt;
Large Rocket ( Transfer in 24 Hours) x 1 Cost Each : $900&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
High Explosive ( Transfer in 24 Hours) x 40 Cost Each : $1,500&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade ( Transfer in 24 Hours) x 19 Cost Each : $150&lt;br /&gt;
&lt;br /&gt;
Grenade ( Transfer in 24 Hours) x 14 Cost Each : $300&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 105 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) ( Transfer in 24 Hours) x 44 Cost Each : $1,240&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER Loadout Jan 5th - Items Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 [[File:SKYRANGER 1st Loadout Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 2 Tank/Cannon and 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 4 | Pistol Clip x 4&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 1&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 3 || Large Rocket x 1&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade x 4&lt;br /&gt;
&lt;br /&gt;
High Explosive x 9&lt;br /&gt;
&lt;br /&gt;
Electro-flare x 6&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
 See above or load file(too much legwork currently)&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
 [[File:Accidently Delayed Research Jan 3rd Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I delayed research projects until scientist arrived Jan 3rd(inadvertantly).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Base defense and Capture Defense in Detail Jan 5th Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 There are also 11 more Soldiers to defend the 1st Base during SKYRANGER Missions&lt;br /&gt;
&lt;br /&gt;
23 Scientists | Laser Weapons | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 1st - Jan 13th ==&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 There was an initial delay in the use of researchers until Jan 3rd when the entire team arrived at (23 Scientists). I choose to use Laser Weapons at the first point but I think this may have been an over commitment t the 1 base version of the mid-game.&lt;br /&gt;
&lt;br /&gt;
I therefore purpose that the 2nd file anti-Type 1 above be used in theory with a Motion Scanner as 1st technology before Alloys -&amp;gt; Personal Armor due to displayed weakness (in Terror Mission 1).&lt;br /&gt;
&lt;br /&gt;
 [[File:Initial Orientation as a Prototypical Structure vs Plasma War Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
The disadvantages of the Class:&lt;br /&gt;
 &lt;br /&gt;
 2 Tank/Cannon : 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
is not apparent by the advantaged position of the entry vs the UFO (Medium Scout) positionally.&lt;br /&gt;
&lt;br /&gt;
 In times there is an advantage to using this smaller group but it can be much more time-intensive as a theoretical mission-type(Artifact Raid as Mission or control Maneuver) in that you revert to a profit model.&lt;br /&gt;
 &lt;br /&gt;
 Stockpile retrieval and disarming-engagements become the initial goal of use-cover to cover the area tangible for stockpiling person soldier Carriers vs heavy response of loitering alien units(Sectoid) and unit-companions(Cyberdisk) in Terror missions in particular.&lt;br /&gt;
 &lt;br /&gt;
 1&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 1 Jan 13th.PNG]]&lt;br /&gt;
 2&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 2 Jan 13th.PNG]]&lt;br /&gt;
 3&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 3 Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 With low scout patterns due to the use of tanks as a frontal process, you will gain a lot by grouping all 6 behind a tank and by obstacles, If you can not see them near the UFO : &lt;br /&gt;
&lt;br /&gt;
 It is much less likely they will have a free-shot Alien Grenade in window of your open units at maximum angle and range, as AI tends to dictate.&lt;br /&gt;
 &lt;br /&gt;
You can move in pattern behind both tanks as the inital non-effect movement of the Sectoid fleet setup is more plasma pistols but not in depth of range and reason. They use them as a defended harass type without reason of outward cause. One one or two will pick at your weaknesses with 1-2 per turn Plasma Pistols. &lt;br /&gt;
&lt;br /&gt;
This is the weakest use of Plasma Pistols and shows a hardware checkpoint in terms of depth to the player. Tank/Cannons are able to hold 6-10 shots vs Plasma Pistol in this orientation due to (type)(Alloy or pseudo Alloy Armor)&lt;br /&gt;
&lt;br /&gt;
 In this use of cover as a tactic of containment, you want 3 moving units to breach the door for the UFO (Medium Scout). You will see the main disadvantage to using &lt;br /&gt;
&lt;br /&gt;
 2 Tank/Cannon and 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
 is the Capture of the interior craft : UFO Craft Represented as an Interior Battleground :&lt;br /&gt;
&lt;br /&gt;
 So you need to drop the only Rocket Launcher to cover the 3rd man with 2-by-2 defense of the outside of the UFO(1st use of this is important as in this build you do not have to build or buy them, but I would not sell the ones you get at Jan 1st.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Dropped Rocket Launcher Jan 13th.PNG]]&lt;br /&gt;
== Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Boundary Theory: UFOs represented as an Interior Battleground ==&lt;br /&gt;
== [[Theory of Small Craft represented as an Interior Battleground]] ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Jan 13st - Feb 20th  Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 I put a bunch of files in one section because the screenshots became confusing to organize over saves.&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 13th Crash Site UFO-2 Continued -Jan 24th Terror Mission.zip]]&lt;br /&gt;
 [[File:Jan 24th Terror Mission Continued.zip]]&lt;br /&gt;
 [[File:Jan 24th Terror Mission Continued part 2.zip]]&lt;br /&gt;
 [[File:Jan 26th - Jan 28th.zip]]&lt;br /&gt;
 [[File:Jan 28th - Feb 20th.zip]]&lt;br /&gt;
 [[File:Feb 20th - Laser Cannon Feb 24th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Jan 13st - Feb 20th Laser Cannon Complete ==&lt;br /&gt;
== Recovered UFO-1 Jan 13th - Jan 17th ==&lt;br /&gt;
Purchased : &lt;br /&gt;
&lt;br /&gt;
 Living Quarters || Cost $400,000 || x 3 Build time in days 16&lt;br /&gt;
&lt;br /&gt;
 in Selling all of the alien Artifacts(except mostly all clips in size (Plasma Pistol-Plasma Rifle | Stun Bomb)&lt;br /&gt;
&lt;br /&gt;
 enough money for a Living Quarters expansion, note the Extra hangar, this is for an ultimate movement into &lt;br /&gt;
&lt;br /&gt;
 2 SKYRANGER(s)&lt;br /&gt;
 2 Tanks/Laser Cannon and 6 Soldiers : Personal Armor, Laser Weapons and Alien Grenade/Motion Scanner&lt;br /&gt;
&lt;br /&gt;
 As a series expansion of mass as a larger Infantry concept as a work-up to a unity environment when AVENGER is completed in 3 and 4 Tank AVENGER loadouts -&amp;gt; Power Armor as a standard of late-game need.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Living Quarters after Sale Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 UFO Score Screen, no Elerium because shot down by INTERCEPTOR : Cannon&lt;br /&gt;
 &lt;br /&gt;
 [[File:No Elerium UFO Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Essential Technologies at this Juncture Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Moving out of Motion Scanner in terms of Technology need into Alloy and Personal Armor Jan 13th ==&lt;br /&gt;
 == Moving out of Motion Scanner in terms of Technology need into Alloy and Personal Armor Jan 13th ==&lt;br /&gt;
 &lt;br /&gt;
 Squad Armor also called &#039;Personal Armor&#039; (even in misstep) is the main advantage of cheaper : Rifle and Tank/Cannon Squads in SKYRANGER as terms of &#039;Tank First Heavy Infantry&#039; follow-up tech patterns into AVENGER Class advance in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Squad armor is the main advantage of this set up earlier than Laser Weapons Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Scientists at Jan 17th.PNG]]&lt;br /&gt;
== Jan 17th - Terror Mission(1) ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Finished the Alien Containment in the days before the 1st Terror Mission I engage, I avoided one accidentally, because of the X-COM UFO Defense game bug that relates to the reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 The theory of Conventional (Rifle/HE) Squads in 2 Tanks and 6 Soldiers SKYRANGER is tested here :&lt;br /&gt;
&lt;br /&gt;
 I do not think it has the initial firepower advantages needed, in (Sectoid-Cyberdisk) Terror Missions and I think the average upgrade to Auto-Cannon as a 5-6 man standard could be ultimately necessary.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien COntainment Jan 19th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Tanks 1 Terror Mission 1.PNG]]&lt;br /&gt;
 At initial, the Tank/Cannon(s) can clear and are at advantages in terms of range and armor in lit areas(even at night).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Tanks 2 Opening push out of SKYRANGER Terror 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I open up concealment with Smoke Grenade in the area opened by an initial tank area decided round 1. The tanks are effective vs multiple Sectoids in response to lack of security and load bearing relationship loss in an early loss of Soldier as a Carry-Operable person soldier in :&lt;br /&gt;
&lt;br /&gt;
 2 Tank/Cannon and 6 Soldier Conventional(Rifle/HE)&lt;br /&gt;
&lt;br /&gt;
 [[File:TANKSC~1.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 [[File:TANKSC~2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
 After partial clearing (3 Sectoids Killed) by the Tank/Cannon with no losses, you can feel partially safe in the area, when moving down your 6 man team of X-COM Soldiers, They encountered a single Sectoid and made an effective shot in use of Rocket Launcher(no Additional use present) but in the turn after lost a man who was exposed with no vision of afar, leading down to 2 Tank/Cannon and 5 Soldiers.&lt;br /&gt;
&lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 1 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 2 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The true negatives of the need of this 6th Soldier as a Utility Weapon user become apparent as the 5 man squad cannot recover in advance of encumbered Tank/Cannons in relative position of broken architecture, that limits vision of afar vs unseen Cyberdisk.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 3 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 4 of 4.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Partial Recover as a mid-path Disadvantage in Tactics via Terror Mission : 2 Tanks 5 Soldiers Conventional(Rifle/HE) ==&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 1 of 3.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 The pictured 5 Soldier squad has an opportunity to make equipment changes of carry (alien)Artifacts into the SKYRANGER as an area technique of lessened risk via (Carrier efficiency vs. scouting) as a tactic of sustained advantage in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 2 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The main issue is the advancing broken Tank/Cannon line becomes engaged in further attacks and lack decision-making vs firepower in opportunity. &lt;br /&gt;
 &lt;br /&gt;
 The idea that the units are not capable of encountering the human-made obstacles is apparent in the need for &#039;Laser War&#039; as an arc setting of lack vs post-tested Technology in (Laser Rifle and Tank/Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 Losing a tank dramatically changes the strategy and thinking of the group. Forced failure in 1 Tank and 5 Soldier Combat Setting :&lt;br /&gt;
 &lt;br /&gt;
 [[File:1 Tank Lost 5 Man.PNG]]&lt;br /&gt;
== HE Use as a misstep and Failure to Respond to Loss of Tank/Cannon concerning Ground-clearing as a Directive of Survival ==&lt;br /&gt;
 &lt;br /&gt;
 User Error as a Tactician is apparent in use of the HE as a cover-clearing option and can be used at throwing range. The most important near valid negative, in terms of perfect use by an experienced used (with no add ons or covering mods of some kind in UI) is: &lt;br /&gt;
 the effect of the shell of effect per use of Explosive in terms of X-COM UFO Defense (1994) exampled in HE, Grenade, Alien Grenade is effected by material status and of surrounding obstacles of given game standard in terms of hardness. (I.e. plasma wall vs human wall, chair vs wall vs window and etc.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I was off by 2 Iso units to save my use soldier, but there was a valid opening created in terms of team value at range vs (Sectoid-Cyberdisk)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This additional encumbers the Tank/Cannon due to loss of strength in context of Obstacle clearing need in Conventional(Rifle/HE)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire +1 turn.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Tank Constriction in Range Setting ==&lt;br /&gt;
 &lt;br /&gt;
 Tank/Cannon is additionally disadvantaged as time goes on without Laser Weapons(Laser Rifle-Heavy Laser and Tank/Laser Cannon) for range clearing and necessitates the need of &#039;Laser War&#039; as an arc of Technology in X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Cover-over Fire of the Rifle on top of Tank/Cannon is one of the main disadvantages of (Rifle/HE) as a Class set-up vs Laser Rifle as a 1 item-unit Inventory&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 This Tank Disadvantage leads to further loss and a forced fighting position against a Sectoid group behind a window a broken wall&lt;br /&gt;
 &lt;br /&gt;
 (there is a weird inefficiency vs person soldiers behind &#039;double-slit-window&#039; tile of wall in this terror mission texture set: I do not trust Einstein... but I think it was Thomas Young 1802 according to &#039;https://en.wikipedia.org/wiki/Double-slit_experiment&#039;)&lt;br /&gt;
== Broken Walls as a defeat for Conventional(Rifle/HE) Soldiers as Comparison ==&lt;br /&gt;
 [[File:2 Man risk and retreat 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Full failure of edge in attack.&lt;br /&gt;
 &lt;br /&gt;
 [[File:2 Man risk and retreat 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 You could go so far as to say human-made walls and building Sprites have a direct advantage over Conventional(Rifle/HE) Soldier in direct reduction of effect as boundary to survival.&lt;br /&gt;
 &lt;br /&gt;
 [[File:3 Man Risk Terror 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 1 Soldier lost in retreat to escape with SKYRANGER to no advantages except minor score and potential of surviving Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Ditch to retreat at a loss.PNG ]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Lost Terror Mission Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Failed Terror Mission.PNG]]&lt;br /&gt;
== Jan 21st- Late January and Personal Armor ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 General Stores complete on Jan 21st&lt;br /&gt;
 &lt;br /&gt;
 [[File:General Stores Complete Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Laboratory complete Jan 27th&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 [[File:Laboroatory Complete 27th Jan.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Living Quarters complete on Jan 29th&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Living Quarters Jan 29th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Personal Armor completed at Feb 1st ==&lt;br /&gt;
 &lt;br /&gt;
 I lost 2 Tank/Cannons and did not buy any more, so this covered Soldier model of using Personal Armor is an advance of weakness toward the point of view that there is a goal to use your stable Alien Alloy in &#039;Free Tanks&#039; Engineering bug to produce 1 at a time as many as possible while advancing Research up to Laser Cannon.&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Personal Armor.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor First on Feb 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Failure as an option and turn to 12 Soldier (mixed)Conventional AP as a response to lost tanks in lowly or untrained(Rookie-Squaddie) X-COM Soldiers ==&lt;br /&gt;
&lt;br /&gt;
 Due to a lack of available force I was forced into a Soldier transition that used all of my available Conventional Class weapons including Pistol and HE.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You can see how covered it looks vs a Medium Scout in terms of available context vs alien. Remember this as a repair step with Tank/Cannon as on opening in January - early February. 12 Soldiers is a very strong and almost overpowered around vs &#039;Plasma Pistol&#039; fleet Sectoid and remains effective and profitable until Medium UFO Craft size(usually in month 3 (March) as a standard).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
 There is more to talk about here in terms of the programatic portrayal of the terrain options and how to engage with Tanks vs./or Infantry in mass. But will forgo analysis this here-  &lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Relatable subset-squares of familiar terrain series blocks example.&lt;br /&gt;
 &lt;br /&gt;
 [[File:FOrmations 4.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Basic overpower and overthrow as 12 Soldiers even after unprofitable loss of 2 Tanks and 5 Soldiers in lost Terror Mission 1.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 5.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 UFO Capture Score Screen&lt;br /&gt;
 &lt;br /&gt;
 [[File:Capture.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Options Above in Group Thinking with Overly Positive Unit-relationship vs Plasma Pistol &#039;fleet&#039; Sectoid ==&lt;br /&gt;
&lt;br /&gt;
 Built 2 more workshops and numerous engineers for transition into Laser War and 2 SKYRANGER into AVENGER in Midgame.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || x 2 Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Workshops and 5 Engineers Feb 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You basically had many advantages vs Medium Scout so moving up to Laser Pistol is all Positive in terms of Profit and Survivability : which is helpful in mid game as you hold experienced Staff for Cydonia in late game. &lt;br /&gt;
&lt;br /&gt;
 [[File:Science on a house level.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Up The Laser Weapons Tree After Personal Armor.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Worthwhile sale of Artifacts after Medium UFO Capture - holding only Stun Bomb as the build becomes more narrowly specific to need in March and beyond and overall depth of &#039;Laser War&#039; Technologies increases.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Selling Artifacts after UFO Mission.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Theory of Armor Expansion in a system vs. and opposed in terms Personal Armor as a subtype variable vs Guardian G.I. and Unarmoured X-COM Soldier as G.I. as a unit comparison ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Complete Theory here to reduce clutter -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
 Personal Armor is really quite useful all game and is an effective investment vs all types of person soldier and tank soldier Aliens.&lt;br /&gt;
 &lt;br /&gt;
 You can see it like an embankment battlefield architecture much like the Tank/Cannon depicted colloquially as moving embankments.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 They shift in mass and are best in front line fighters in case X-COM Soldiers.&lt;br /&gt;
 Notice that when a unit wears the Personal Armor the look the same from the game view --but not the inventory screen-- as a brown haired orangish tan, maybe caucasian man depicted from there on as an abstraction of basic armored soldier.&lt;br /&gt;
&lt;br /&gt;
 They typically can survive 1 shot at least of Plasma Weapons as an indeterminate Class(in terms of Fog-of-War obfuscation).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
== End of Cycle - Complete Laser Cannon - and subset approximate Scoring Feb 24th ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 After the Mission and completion of the Laser Cannon Research, I moved on to UFO Power Source as a move into AVENGER via UFO Construction and Flying Suits. The Goal is to use 2 SKYRANGER(s) as a gap until AVENGER when you use all the units from both in 1 deployment step from then on for cost at Elerium 115.&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO Power Source - Laser Cannon Completed.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 LC Completed on Feb 24th&lt;br /&gt;
 [[File:Laser Cannon at March 2nd.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Full subset-build point in time snapshot at Feb 24th below: &lt;br /&gt;
&lt;br /&gt;
 [[File:Thule AFB at point of completion of Laser Cannon.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Stores at time of Laser Cannon.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Base information at time of Laser Cannon.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:ProspectOfIgnorance&amp;diff=121344</id>
		<title>User talk:ProspectOfIgnorance</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:ProspectOfIgnorance&amp;diff=121344"/>
		<updated>2025-03-31T10:21:43Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Putting all PoI&amp;#039;s mainspace pages back into his user talk in preparation for mass deletion. All credit for content belongs to ProspectOfIgnorance.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Table of Contents:&lt;br /&gt;
&lt;br /&gt;
== Initial Theory of Acceptance ==&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Hello, &lt;br /&gt;
 I want you to have some background before you read this crazy stuff, about what I put a lot of time into in my adult life concerning X-COM:&lt;br /&gt;
&lt;br /&gt;
 Please do not consider this anything larger than a topic of entertainment and theory advancement about primarily the game X-COM UFO Defense.&lt;br /&gt;
== I am the greatest and best X-COM UFO Defense player of all time and I intend to show the proof. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ALL OF US Love this game, but what has really changed since 1994.....&lt;br /&gt;
&lt;br /&gt;
 Firstly there is proof of actual non-inertial craft in US Airspace in 2004 off the coast of California. And yet the rest of the tryst between us and the real users of the X-COM game remain unclear. This requires an un-reasonable use of personal time and expertise to prove without any doubt that we are in unclear territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 I am an old school player from the early days of X-COM and having used this amazing website I have furthered my understanding and theory of this game. There is reason to realize that the terms in this game may be selected with use to clarify an argument which is ongoing. From here on I will allow you interest but not disapproval of my theory of science and technique. If you are not a sure person just doubt this theory of mass, and remove the mention of realty. I am going to further the understanding of the mythos of this game but I want you as the reader to remember this: &lt;br /&gt;
&lt;br /&gt;
 All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; a product of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 These are my pre-cursors that I will use in this explanation of my ultimate X-COM UFO Defense strategy:&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reticulan Continuum ==&lt;br /&gt;
&lt;br /&gt;
 (read Sectoid via Reticulan) The theory of a long term reality-bending war-riding race that diversifies genetically through conversion of people via warfare and disintegration of cultures. In effect the Reticulian Continuum creates more types by conquering worlds like what is seen in X-COM UFO Defense. This is a well known but undefined topic I use loosely in my explanation of the theories I present.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== (Elerium) 115 ==&lt;br /&gt;
&lt;br /&gt;
 The theory that Elerium 115 is a densely located and proton-packed, heavy and stable element that can be used in resonance or repair of gravity waves. Useful in formation of standing waves to generate static structures or matter-waves relating to movement within formative masses composed of fluid gravity-mass movement via space-environment as a set standard.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Some Potential Theory Uses for Elerium 115: Powerful Force Fields, Foundry, Advanced Armour, Plasma Weaponry, &lt;br /&gt;
 (My own make believe theory about plasma fires) Static Removal Simulation via Plasma Fire Uncertainty.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Static-Removal Simulation Theory ==&lt;br /&gt;
&lt;br /&gt;
 The idea that there is a simulated possibility that a theoretical near-maximum exists in terms of computational correctness, specifically in terms of forecasting simulated outputs. My proposed solution suggests this near-maximum relies on and exists in a lance or plasma or moving proportion of plasma in a state of near mass-efficient conversion into energy and/or potential mass-capable mass. (The Static-Removal Simulation Theory exists in virtual setting this.) &lt;br /&gt;
&lt;br /&gt;
 The theory relies on the conceptually large rank of possible range-capable reactions in terms of plasma conversion via mist or mixing of various unknown elements and mixture heat in a largest theoretical maximum via Elerium 115. Due to time expansion as a relative constant, this would rely on the correctness of the simulated value of said &amp;quot;Plasma Fire&amp;quot; relationship to under-utilize the over-optimized lack of physical agreements in-virtu....&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th ==&lt;br /&gt;
 Cydonia by May 29th - This is the initial save I wanted to share with the X-COM UFO Defense community, I did not take the time during the playthrough to take exact snapshots of the initial build in January - April 11th, and used an iterator style save file (on Superhuman) so I had only 10 saves to document this(potentially pretty good) Personal fastest win.&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th Game Analysis ==&lt;br /&gt;
&lt;br /&gt;
 This is the best theory of the game as of 2022 that I have ever considered or encountered, and having made a maiden run which I completed X-COM UFO Defense and defeated the Cydonia Mission on May 29th with 98 Million USD excess fund prior to the mission. &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 I am using various game bugs from X-COM UFO Defense (1994) base version with no Mods. &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 There is only one way to play the game of X-COM UFO Defense, and I will give to you the raw save files!!! &lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 It is a strategy called &#039;Laser War&#039;, now let me walk you through it.  Luckily there is such ease of use that it is drag and drop just like in 1994. After this I decided to take many more snapshots of the game but this one only has 10 saves as is normal for a typical X-COM UFO Defense file tree.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 1 : Type 1 ==&lt;br /&gt;
&lt;br /&gt;
I typically name my first file &amp;quot;Type 1&amp;quot; and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it&#039;s 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 2 : Type @ ==&lt;br /&gt;
&lt;br /&gt;
I typically name my second file &amp;quot;Type @&amp;quot; and then let it be the second from the top save throughout the run through. This is a moving iterator I use as the game progresses as a current point as the saves are removed in a 10 save setup. This will be set at the last point in the game as all the files I will send will be complete successful runs. Theory being it was a surviving X-COM race that was then presented on the Internet here, so you can know that they have succeeded and the game is safe to play. This also means that any implied movement that the files present was in fact a successful(or potentially unsuccessful) mission I played in one try with no reloads (unless hardware/software failure). For example if there is an alien base run that got a captured alien commander : I had the items that are present in the save file at the point in time.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 3 - 10 : Date and or Description ==&lt;br /&gt;
&lt;br /&gt;
I typically name my other save files with the date and potentially a description in the game at the point it is saved. I did not organize this one well because I was unprepared for the unreasonable rate of success of this build order, and it made me feel the need to tell the world about this incredible run. I will typically add on the Cydonia tag as well as the date to show when the Cydonia mission was set and completed. On the Cydonia Save file I typically leave all the items for scoring or perspective but I will sell everything but Alien Alloys and Elerium 115 to self score the Excess Fund. In this run I did not sell any alien corpses at all the whole game so you can see the number of Aliens encountered per save.&lt;br /&gt;
 &lt;br /&gt;
This is the BEST game ever not theory practice. Mentioned in depth below. This is a set of game files for X-COM UFO Defense as I have it presented from Steam as a platform. You can just take this and unzip into a directory, then copy and paste these into you local games folder(You can see this on steam on a separate button, of on your local hard drive) You just have to replace this with what is already there in each of the (&#039;SAVE 1&#039; &#039;SAVE 2&#039;, ... ,&#039;SAVE 10&#039; Files in the root directory for Saves (you have to look, just look at the file structure). &lt;br /&gt;
&lt;br /&gt;
I have sometimes noticed some minor bugs in the loading of the files some times, but you only need to restart your X-COM game again if this happens, so that the files will be recognized. I am not a really practiced developer on this type of code, so I can not tell you what changes in the restart but it fixes the 2 issues that I will mention below (known loading problems with a file mismatch that seems to be solved by init x 2 lol).&lt;br /&gt;
&lt;br /&gt;
reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
 &lt;br /&gt;
 File Name : [[File:June-18-2022_X-com_Win-May28th.zip]]&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Base Theory ==&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
I have a very thought through and re-rationalized view of how to place the majority but not all of the bases in X-COM UFO Defense and I will be specific as to why I do this and how come this matters for the run.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 8 Bases Total&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Starting Base : Thule AFB ==&lt;br /&gt;
[[File:Thule AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 This stands for &amp;quot;Thule Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Thule around the world ==&lt;br /&gt;
 Thule around the world. &amp;quot;Thule around the world&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thule is the pivotal and in my experience the best place to be, and to start, in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
There are 3 major advantages:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
1: The arctic Tileset is the easiest to use in the early game due to brightness and the natural use of 1 part paths(paths in ice that must be connected but have broken away pieces of land and ice) that limit random movement into and out of the landed or crashes.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
2: Thule&#039;s tactical movement advantage is apparent due to its presence nearer to the top of the globe making for in effect greater cornering for interceptors that leave from this location vs ranging. It is a tactical advantage but I am not an advanced map user that understands as to why. &lt;br /&gt;
&lt;br /&gt;
 Forget why this is and &amp;quot;Thule around the world&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Just do that.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
3: Thule is especially advantaged by nearness to scattered landmasses and also various slopes that encourage landed UFOs (For some reason?) and also all of the locations in the nearby area are in arctic tiles. This is good because this means the Alien Opponent will not have a good time hiding a building base on your nearby topological zone.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
For reference the Alien computer opponent has different rules in effect than the player, and to build an additional base it needs to move nearby with 2-4 Flying and then landed UFOs which you will see if they are nearby in your sensor range, thus respond or detect the new nearby Alien Base (there can be numerous on the map at one time but may need to be constructed). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The downside of a sneaky base on an unscouted part of a continent you occupy with your first base, due to failure or other factors that the Alien opponent may optimize unevenly. is evident of location like:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
In central Peru or in Western North America, or in Numerous places in disconnected Africa Bases or in south east Asia or Islands near continents.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The structure of this base is built off of the base model that is presented at the first part of the game and is not altered by deconstruction so as not to relay on a disadvantage in game.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Thule AFB : Type 1 ==&lt;br /&gt;
[[File:Thule AFB Type 1-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 2 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Tank/Rocket Launcher ( Transfer in 96 Hours) x 1 Cost Each : $480,000&lt;br /&gt;
&lt;br /&gt;
HWP Rockets ( Transfer in 48 Hours) x 22 Cost Each : $3,000&lt;br /&gt;
&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 4 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 18 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 3 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Electro-Flare ( Transfer in 24 Hours) x 27  Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon ( Transfer in 24 Hours) x 4 Cost Each : $13,500&lt;br /&gt;
&lt;br /&gt;
AC-HE ( Transfer in 24 Hours) x 8 Cost Each : $700&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 8 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 8 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 3 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 6&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: STINGRAY&lt;br /&gt;
&lt;br /&gt;
Weapon 2: STINGRAY&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: STINGRAY&lt;br /&gt;
&lt;br /&gt;
Weapon 2: AVALANCHE&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
Stingray Missile x 25 | Space Used : 10&lt;br /&gt;
&lt;br /&gt;
Avalanche Missile x 10 | Space Used : 15&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
10 Scientists | Motion Scanner | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
==Analysis - Thule AFB==&lt;br /&gt;
 The game requires at the first point in the session that you optimize space for your initial incursion response team to locate the first point of contact. There are largely 2 schools of thought but they require you to meet in the middle.&lt;br /&gt;
&lt;br /&gt;
 The two schools of thought are this - Bio or Mech -- this means that you think or an infantry or a supported armored unit and infantry combination. The technique of using solely armored vehicles is necessarily disadvantaged in the terms of X-COM&#039;s use of solely infantry access locations.&lt;br /&gt;
&lt;br /&gt;
 The possible Options are thus : 2 Tanks | 6 Soldiers , 1 Tank | 10 Soldiers , 14 Soldiers due to the SKYRANGER&#039;s maximums. &lt;br /&gt;
&lt;br /&gt;
 This Build uses 1 Tank | 10 Soldiers but as the tech advances and the user gains money it is set up to use 2 Tanks | 6 Soldiers as a permanent mid-game structure prior to researching AVENGER. The Items that the user is missing to make this transition possible (other than money) is primarily the Laser Rifle. But in leu of the Laser Rifle, the teams of 2 Tanks | 6 Soldiers can use Auto-Cannons with AC-HE ammunition primarily. The other item I use is Motion Scanner, this item allows me to distinguish a termed &amp;quot;Squad-Leader&amp;quot; that will take AC-I and a motion scanner in night encounters for vision. You may need to use AC-AP for use inside the UFOs if the user chooses not to handle Rifles for entry. Once the player completes the required tech for both Tank/Laser Cannon and Laser Rifles you can rely on the 2 Tank | 6 Soldiers configuration for Terror Missions (using the Laser War Premise) and for actual craft encounters as they tech to the point of researching Alien Grenades and Personal Armour.&lt;br /&gt;
&lt;br /&gt;
Everything else in the starting inventory that was dismounted or not selected from the initial setup was sold for store space.&lt;br /&gt;
&lt;br /&gt;
 See ** UFOs represented as an Interior Battleground **&lt;br /&gt;
 &lt;br /&gt;
 See ** Number of Tanks vs Infantry in SKYRANGER and AVENGER  **&lt;br /&gt;
== Theory of Use - Thule AFB ==&lt;br /&gt;
&lt;br /&gt;
 The theory of the use of Thule AFB in this, my iteration of the &amp;quot;Laser War&amp;quot; premise in X-COM UFO Defense is key upon the prior point above concerning the need for a 2 Tanks | 6 Soldiers loadout in the early midgame moving into potentially making capture missions a priority or ideally forcing an engagement in alien base assaults.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The need thus revolves around the idea that the cost of armor is high (Read Heavy Weapons Platforms - i.e. Tank/Rocket Launcher as seen above) and because of this the cost of Laser Weapons as a profit source for your X-COM company is essential as a first step.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The reason I provide in terms of need for this premise to be the first correct statement, is that it reduces your potential of losses and allows for easier use of lower rank soldiers in useful combination with statistically static armored units -- in particular the Tank/Laser Cannon, in my position the best and most useful unit or weapon in X-COM UFO Defense. &lt;br /&gt;
&lt;br /&gt;
 This is further the case due to the fact that Tank/Laser Cannon are profitable at cost of above 140% cost of use per engineer.&lt;br /&gt;
 &lt;br /&gt;
 The use of the workshop feature of excess, is best for the high start up cost of the Tank/Laser Cannon and will net you $594,000 for holding the start up cost of $500,000 at point of proof. &lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 These funds are reducible into Engineers at $50,000 , Workshops at $800,000 and Living Quarters at $400,000 to reach theory maximum of 250 Engineers , 6 Living Quarters, and 6 Workshops capable of producing 1 Tank/Laser Cannon every 4 hours exactly.&lt;br /&gt;
&lt;br /&gt;
 Because of this initial need for Laser Weapons as a directive, you want to build the most technically heavy version of the research projects you have available. I choose Motion Scanner here because it has utility throughout the entire game and is a profit producing good that you can use while you are researching up to Laser Weapons. &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 I do not need to go for Medi-Kit as a profit making technology early before producing Laser Pistols and Laser Rifles on the path to the first Tank/Laser Cannon, and therein using this technology to stabilize on the Theory Maximum which implies a lack of usable space on the floor of the initial base, thus forcing expansion or lack of use.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
The build I use in this iteration of &#039;Laser War&#039; is contingent upon a lack of usable time format in terms of researching correctly, I remained on a low number of Laboratory (at 2 maximum) until after the first alien base assault which gained me 2 captured aliens. (Save File &#039;April 11th&#039;) ( Sectoid Leader and Sectoid Commander) This is ideal and in a best possible mode for success which implies that there is an unsustainable advance of research project available after then.&lt;br /&gt;
&lt;br /&gt;
== Alien Base Standard ==&lt;br /&gt;
&lt;br /&gt;
 Standard at point in time of attack April 11th &lt;br /&gt;
 &lt;br /&gt;
 Tank/ Laser Cannon : Lasers, Conventional Grenade, and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien Base Infantry Standard April 11th--June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 My actual limiting factor after the alien base mission is one of research speed as a constant and the cost of time being more relevant than money in terms of Laboratory production. &lt;br /&gt;
 &lt;br /&gt;
 Because of this I relied on a hotelling structure for Engineers or Scientist via Wright-PatAFB to Monument NM to optimize for my underutilization of living quarters in Thule AFB. This was needed to finish the Research and the AVENGER just before the end of May -- Which you can be capable of trying from various points and could potentially improve on a save file to bring the Cydonia mission earlier than May 29th.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Base 2 : Wright-PatAFB ==&lt;br /&gt;
[[File:Wright-PatAFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Wright-PatAFB Stands for &amp;quot;Wright Patterson Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Wright Patterson is a historic and metered response option on the eastern seaboard all the way into Western-Africa ever since Jets were invented, it is a part of a defensive network of the first 3 bases I put down in the North American Region. These three bases are as follows : Thule AFB, Wright-PatAFB, and Monument NM.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 This provides a 3 part series of movement that can be used in conjunction for overall security of your oldest X-COM base which is statistically more likely to be attacked by intruding UFO.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 1: Intercept Base - Thule AFB covers this range of motion in the defense arc, it is well designed as a basic intercept base to begin with and houses SKYRANGER and at some points( in this case all points) Interceptor for initial ranging and air battles.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 2: Air Superiority Headquarters - Wright-PatAFB is a functioning Air Superiority HQ because it has a General Stores and Hanger Space for refit and intercept but does not have a need for a SKYRANGER. Air Superiority HQ is capable to hold Soldiers, especially when they are being held to Cydonia for defense of Airfields in depth of Tanks via General Stores, as well as having Alien Containment in case of a mission failing base defense loss for redundancy in depth.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 3: Hidden Detection, Shipyards and Engineering - Monument NM is a base that functions in this capacity, in that you make delayed construction on radar to further position the Living Quarters and Workshops around a single Hangar in hopes to quickly and more efficiently transition to theory maximum 250 Engineers to produce a Tank/Laser Cannon every 4 hours. The delay of radar as a constant is in effect limited by ease of construction not fear of detection or reprisal but is a constant in-theory-boundary reasoning.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Cydonia Standard and Orient==&lt;br /&gt;
 Final Alien Encounter Counts - note only 3 Mutons encountered. &lt;br /&gt;
 &lt;br /&gt;
 [[File:Final Alien encounter Count.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Standard at point in time of attack on Cydonia May 28th&lt;br /&gt;
 Note no Plasma-- &lt;br /&gt;
  &lt;br /&gt;
 I did research Heavy Plasma but not Heavy Plasma Clip to increase my firepower from disarmed foes after landing in Cydonia underground.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cydonia Standard.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Cydonia Setup and Orient&lt;br /&gt;
&lt;br /&gt;
 2 Tank/Laser Cannon : 18 Soldiers : Lasers, Alien Grenades, and Power Armor&lt;br /&gt;
&lt;br /&gt;
 [[File:Cydonia Orient and setup.PNG]]&lt;br /&gt;
== Base 3 : Monument NM ==&lt;br /&gt;
[[File:Monument NM Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Monument NM stands for &amp;quot;Monument, New Mexico&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Monument NM is a covert ship building platform, that is your main source of 2nd base engineering cause, which relies on the need for a technical and well thought through expansion pattern. There is a common obvious problem in base building that there are not any available open surfaces to build across from and thus locked out from building. This is helped and intermittently solved by the symmetry of a Living Quarters vs Workshop :&lt;br /&gt;
&lt;br /&gt;
 Living Quarters || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
By my metric that this is a hidden underground install of a minor engineering effort as a prospect of ignorance, Monument NM is an engineering base used as a tank-factory in specific and should be visional and obscure but protected in its: &lt;br /&gt;
 1 - Narrow entry&lt;br /&gt;
 2 - Surrounded hangar&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 4 : Pretoria ==&lt;br /&gt;
[[File:Pretoria Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Pretoria &amp;quot;Pretoria&amp;quot; meaning exactly is a region not a cause.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Use of this location is mostly sensory area and closeness to a major area I can recall. &lt;br /&gt;
 &lt;br /&gt;
 Used at the end of the game for stores that I placed the alien technology into for scoring.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 5 : Pine Gap SB ==&lt;br /&gt;
[[File:Pine Gap SB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Pine Gap SB stands for &amp;quot;Pine Gap Sensor Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Pine Gap is usable as a forward use intercept base and sensor area. Pine Gap SB is mostly used for housing covered Light Fighters and potentially can be expanded later in game if you can produce Lightnings for early retrieval via teams with Blaster Bombs and roof entry - with Motion Scanners/ Flying suits. &lt;br /&gt;
 &lt;br /&gt;
 At the end of the game (May) I was producing Laboratory for final tech advance.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 6 : Stuttgart AFB ==&lt;br /&gt;
[[File:Stuttgart AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Stuttgart AFB stands for &amp;quot;Stuttgart Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stuttgart AFB is a revival base that is useful as an early fallout revival plan if you lose your first base. &lt;br /&gt;
 &lt;br /&gt;
 It is set up as a bare bones intercept base that you can build heavier as a 2-4 Hangar Intercept and infantry base or a 1-2 Hangar heavier infantry and training center with psi-labs, due to the lack of overhead in terms of space of the initial base set up (3 Hangars, Laboratory and Workshop)&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stuttgart AFB is useable like a revival base as an intercept companion base that can handle terror missions or lone supply ships that can lead to an alien base attack if needed.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 7 : Mumbai AFB ==&lt;br /&gt;
[[File:Mumbai AFB Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Mumbai AFB stands for &amp;quot;Mumbai Air Force Base&amp;quot;&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.&lt;br /&gt;
 &lt;br /&gt;
 I used a basic radar base with General Stores and 2 Hangars as a typical basic design.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Base 8 : Korea ==&lt;br /&gt;
[[File:Korea Cydonia-June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Korea &amp;quot;Korea&amp;quot; meaning exactly is a region not a cause.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.&lt;br /&gt;
&lt;br /&gt;
I used a basic radar base with no General Stores but Alien Containment for live alien storage and 2 Hangars as a typical basic design.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interesting X-COM UFO Defense Production and Engineering tips and Personal Strategy for Bases ==&lt;br /&gt;
 - I have a personal evolving theory of use on all the Base locations in X-COM UFO Defense structured around the approximate location of Pituffik Airport in Pituffik, Greenland. &lt;br /&gt;
 &lt;br /&gt;
 I am also an avid youtube video watcher about theories of math and science, ecology and biology, military history and production of goods during times of warfare-- as well as videos and interviews about various UFO installations and former employees from the position of a person who likes Sci-fi and Physics/Graphics/Mathematics/Pharmaceutical Chemistry/Psychiatry and Psychology/Computer Science and Spirituality or Religions etc.&lt;br /&gt;
== I think I broke the metagame... ==&lt;br /&gt;
&lt;br /&gt;
 Looks like if you use all of these tricks extensively there are some really interesting ways to play X-COM UFO Defense in 2022 on Windows that I have never seen anyone point out. Enjoy, but give me love internet: pancakes are not free(8.75USD! per 5lb).&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 1 : Type 1 ==&lt;br /&gt;
&lt;br /&gt;
I typically name my first file &amp;quot;Type 1&amp;quot; and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it&#039;s 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.&lt;br /&gt;
&lt;br /&gt;
== SAVE FILE 2 - 10 : Date and or Description ==&lt;br /&gt;
&lt;br /&gt;
I typically name my other save files with the date and potentially a description in the game at the point it is saved.  &lt;br /&gt;
&lt;br /&gt;
I have sometimes noticed some minor bugs in the loading of the files some times, but you only need to restart your X-COM game again if this happens, so that the files will be recognized. I am not a really practiced developer on this type of code, so I can not tell you what changes in the restart but it fixes the 2 issues that I will mention below (known loading problems with a file mismatch that seems to be solved by init x 2 lol).&lt;br /&gt;
&lt;br /&gt;
reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Free Tanks ==&lt;br /&gt;
&lt;br /&gt;
 Available Tank/Laser Cannon in surplus at May 28th : 51&lt;br /&gt;
 &lt;br /&gt;
 [[File:Tanks Stores at May 28th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 1st - Use of the Workshop feature that allows the user to get workshop production without start-up cost ( both USD cost and materials ) IF the user has the cost and workshop space prior to production, and instead of incrementing either counter on the workshop screen ( engineers or units to build ) exits to the sub-menu.&lt;br /&gt;
  &lt;br /&gt;
 Step 1&lt;br /&gt;
  &lt;br /&gt;
 [[File:Free Tank step 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 User then returns to the item to be produced and sets the unit value up to 1 and adds engineers to build it. You will get the first increment unit for free but can continue from there if you want more at cost. &lt;br /&gt;
 &lt;br /&gt;
 Step 2&lt;br /&gt;
 &lt;br /&gt;
 [[File:Free Tank step 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Step 3 &lt;br /&gt;
 &lt;br /&gt;
 [[File:Free Tank step 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This is an increment bug on a UI element not a break or an exploit which was shipped to production 3 or more times (1994).&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 == Use of Sale in Research and Multi-level Usage of Research Project Material ==&lt;br /&gt;
&lt;br /&gt;
 [[File:Available Research vs Stores 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 If you didn&#039;t already know about this you can set up all your research projects like the Workshop bug, by clicking through you can set them stabily open and either sell or transfer the units of research project material to another scientific Laboratory location.&lt;br /&gt;
&lt;br /&gt;
 [[File:Available Research vs Stores 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You can even go so far as to say that the ordering of the research is component driven and specifically important in its permeative significance. The list is always in the same order at max research projects in terms of value. For example Laser Weapons will always appear on top, making it easy to believe it is important or should be researched earlier.&lt;br /&gt;
&lt;br /&gt;
== Light Fighters ==&lt;br /&gt;
 2nd - Light Fighters: This is the use of a bug that seems to be that if the user has an air unit that is rearmed and refueled, it can be transferred to another location with another hanger and it will be set 0% fuel for the rest of the game -- until it is told to return to base for repair or rearm. &lt;br /&gt;
&lt;br /&gt;
 [[File:Light-Fighters 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I call this Light Fighters because it could be done conceptually with (...lots of legwork...) that the fighters could constantly cover the light side of the planet Earth in X-COM UFO Defense as time went on and wash over intercepting at will and potentially covering for sight on bases in maximized movement patterns at cost of user clicks and no refuels.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Light-Fighters 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
This is a simple technical reality that will occur in every game which is an exploit which was shipped to production 3 or more times (1994).&lt;br /&gt;
&lt;br /&gt;
 [[File:Light-Fighters 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
In reality fast AVENGER is the quickest and best way to open into mass light fighters because then you will have no need for higher tech engineering&lt;br /&gt;
&lt;br /&gt;
vs Cost benefit-adding or profit-curve dynamic production.&lt;br /&gt;
&lt;br /&gt;
 Fastest to date AVENGER (trying this build 2 times so far) April 12th&lt;br /&gt;
 &lt;br /&gt;
 Datestamp of assumed position in time : April 12th 11:06&lt;br /&gt;
 &lt;br /&gt;
 [[File:AVENGER Complete.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 View of the base at time : April 12th 11:06&lt;br /&gt;
 &lt;br /&gt;
 [[File:AVENGER Complete Thule Base.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 3 Variants of the Covered Light Fighter Housing&lt;br /&gt;
 #1&lt;br /&gt;
 [[File:Covered Light FIghter 1.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 #2&lt;br /&gt;
 [[File:Covered Light FIghter 2.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 #3&lt;br /&gt;
 [[File:Covered Light FIghter 3.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 A Geometric take in Monument, with no UFO activity.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Monument take 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 In the Ultimate Late Game : May 8th 20:14 &lt;br /&gt;
  &lt;br /&gt;
 [[File:Ultimate Late Game Timestamp May 8th.PNG]]&lt;br /&gt;
  &lt;br /&gt;
 5 Variants of Late Game Covered Light Fighter Hanger space&lt;br /&gt;
 &lt;br /&gt;
 #1&lt;br /&gt;
 [[File:Ultimate Late Game Type 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #2&lt;br /&gt;
 [[File:Ultimate Late Game Type 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #3&lt;br /&gt;
 [[File:Ultimate Late Game Type 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #4&lt;br /&gt;
 [[File:Ultimate Late Game Type 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 #5&lt;br /&gt;
 [[File:Ultimate Late Game Type 5.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Monument&lt;br /&gt;
 [[File:Ultimate Late Game Monument NM.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Light Fighters Save Files ==&lt;br /&gt;
&lt;br /&gt;
 Formation and Horizon scanning technique&lt;br /&gt;
&lt;br /&gt;
 These are all save file trees for X-COM UFO Defense, Be sure you clear your save files folders so you don&#039;t have weird overlap, you can always just fill the folders with no data to clear them and the X-COM Game will build the files when you need them in a usual save file next time you save like in a blank install.&lt;br /&gt;
 &lt;br /&gt;
 [[File:May Light Fighter Formations Part 1.zip]]&lt;br /&gt;
 [[File:May Light Fighters Formations Part 2.zip]]&lt;br /&gt;
 [[File:May Light Fighter Horizon Part 1.zip]]&lt;br /&gt;
 [[File:May Light Fighter Horizon Part 2.zip]]&lt;br /&gt;
&lt;br /&gt;
== Laser War Save Files ==&lt;br /&gt;
&lt;br /&gt;
 Continuity save trees for the early game prior to the situation above&lt;br /&gt;
 &lt;br /&gt;
 [[File:January - March.zip]]&lt;br /&gt;
 [[File:March - April.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 1.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 2.zip]]&lt;br /&gt;
 [[File:April - LaserWar Part 3 - May 1st.zip]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 3rd - Minor bug that will sell engineers if they are over 250 but it is a loss as a player to use it and it was accidental.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There might be more minor ones that do not seem important but this is all I can remember at this point in time.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Theory of Metagame and Research ==&lt;br /&gt;
Because I forgot to take snapshots for this run for the first 3 months I will have to explain here while I finish the current run I am creating beyond this one. &lt;br /&gt;
&lt;br /&gt;
I plan to show Screenshots of specifics of tech movements in the early game and Battlescape Laser War strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Laser Weapons in X-COM UFO Defense are special because they fire in X-COM Unit exclusive 3 shot vector groups. The advantage I am describing is use of Autoshot for both the Laser Pistol and Laser Rifle, These are X-COM specific weapons, and they have the smallest Time Unit usage per Autoshot(fires 3 shots in a Vector group) of any class of X-COM capable weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 This is a core principle of Static-Removal Simulation Theory: &#039;The amount of length to the user is continuum on the context at large&#039;. &lt;br /&gt;
&lt;br /&gt;
The idea is that because of the conditions that the alien opponent&#039;s soldiers are under constraints in terms of tactics (material constraints in the game logic and operating system), showcases that the X-COM User is drawing from a larger set of simulative possible advances in their viewpoint on vector as aiming in a larger material context.&lt;br /&gt;
&lt;br /&gt;
 This proves out the dichotomy between X-COM Units and Aliens in terms of tactical advantages in tech and in my mind and more importantly - personal existential theory between individuals in either condition.&lt;br /&gt;
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 The Dichotomy is this : X-COM uses Lasers, Aliens are in the Plasma War and are enamored with &#039;Plasma Fire&#039; on a Society level&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
I invite you to look around the prepared pages on this website concerning the Stats and Damage for various weapons and armor so you can familiarize yourself with the weakness and positives from a damage point standpoint of either tech types&lt;br /&gt;
&lt;br /&gt;
 (Conventional-&amp;gt;Laser vs. Plasma).&lt;br /&gt;
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 Laser Weapons Class has lower damage per shot in terms of penetration, but maintains damage over range and has the maximum shots per turn per soldier. In addition if you use alien alloys to build armor of any kind you gain very large defensive benefits when fighting X-COM vs X-COM in terms of mind control or panic. Laser Pistols in particular are very low DPS vs X-COM in armor and a soldier can usually survive 5 or more shots point blank without being incapacitated.&lt;br /&gt;
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 These advantages in combination with the Tank/Laser Cannon are useful mostly in terms of cover and longevity of the correctly oriented Laser Range as a material orientation of warfare in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 The advantage of a Laser Range is that you as a larger context argument are capable of ranging your accurate movement into the surrounding area beyond what you can see and expect or preempt the movements of a set group convention. &lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Range 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Laser Range is opposable and can be used indirectly to reduce cover from a safe orientation and range vs indistinct stragglers. &lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Range 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
By spreading behind the moveable cover of the Tank/Laser Cannon you can effect fire down range in effect limiting your own movement but reducing the comparable cause in cover as a concept. The X-COM User has ultimate cause of mission and correctness in terms of firing orders, and can in some ways correct the ranging in accuracy by using accuracy lensing ( this is intentionally removing the targeting reticule from the assumed target and placing it one square before them, or in a more complicated alter lensing.)&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Use of these ideas imply that the Laser Weapons curve is the strongest capable plan vs obstacles and human-made structures in X-COM UFO Defense because it relies on you as an instantaneous context of individual-actor vector grouping in arrangement : side by side vs your stasis of the outer-war concept of &#039;Plasma Fire&#039; as a simulation boundary in continuity with your standard outside of the iso.&lt;br /&gt;
&lt;br /&gt;
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This topic of using self in use to aid in confinement and stasis of the simulated &#039;Plasma Fire&#039; certainty as a tech curve as you simulate into the final sequences in X-COM UFO Defense is a self directed and overweight process. Iconic aside to the correct usage of Laser Weapons implies that you use the advantages personally and provide further range through destruction of obstacles. These techniques as context are contextually related to higher outer reasoning in terms of game tactics and outer-world vector grouping. This advantage is iconic of the Laser Weapons Class in terms of range movement as a practicum of cover fire with reduction of &#039;cover over concept&#039; as a winning side argument in embankment and design of architecture.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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Herein lies the fundamental difference in sequence tune logic the aliens and the X-COM soldier in terms of &#039;individual fanatic&#039; a.k.a category insane units vs ranging -- (read individual person soldier that uses direct curve logic to tune technological expansion. The logic of the game lore dictates that the prior arguments are in effect and the technology that is taken from the aliens is known to them at time.) As the user causes the X-COM to advance technologically they have entry in a larger argument schema. This allows the user to category in a larger sense the use patterns, inventory, and tactics of the carrier soldiers as they technique advancement via &#039;their eyes&#039; philosophy. The opponent as a person soldier is disconnected, they will cover in pairs of symmetry not absolute tactic design. This is inherit on the basic game logic and paper design of scoring and player changes in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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&lt;br /&gt;
 THIS IN FACT IS THE PLASMA FIRE&lt;br /&gt;
&lt;br /&gt;
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As you encounter the alien soldiers on the UFO landed and crash sites, they approach with point of force consistent with a standard setting metric. The fact that &#039;Plasma War&#039; aliens are encountered at large as an entry encounter is showing that the techniques of the soldiering have already approximated the Conventional Weapon Class&#039;s skill. In comparison you can abstract the reasoning of a 2 -3 digit integer in terms of manifold judgement on width of platforming.&lt;br /&gt;
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== Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction&#039;s basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction ==&lt;br /&gt;
&lt;br /&gt;
I wish to further purpose a following addition to the initial theory to keep my points abstract and person-oriented in terms of depth, please do not think this is a statement about reality but about theory in abstract via general examples of entertainment and sci- fi culture;  &lt;br /&gt;
 &lt;br /&gt;
 [[File:Gi as light capture devices in Covered light G. GI.PNG]]&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
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 All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; &amp;quot;BattleTech(2018)&amp;quot; &#039;StarCraft 2&amp;quot; &amp;quot;Grey Goo&amp;quot; &amp;quot;StarCraft : Brood War&amp;quot; and &amp;quot;RED ALERT 2&amp;quot;, all products of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality. &lt;br /&gt;
&lt;br /&gt;
 Now I&#039;m not a Particle Physicist...But I have some pretty weird game related ideas about &#039;Material-Wedge Dynamic&#039; As a political warfare reasoning in an advance topic as a reasoning-of-theory-specific Advanced Races &#039;point-out&#039; in Video Games available in 2022 (in effect)with what is presented above.&lt;br /&gt;
&lt;br /&gt;
 The next premise requires some background as a concept for people that have no experience in certain exact representations in terms of theme and tune of emotion and Design as artistic output that I am personally aware of and are esoteric and secondary to the point at large:&lt;br /&gt;
&lt;br /&gt;
 These are all maps for games you may not be aware of that have multiple players per use of the map, these players being either Computer Opponents or Human players by design(1 or all). I will mention the name of the game in question, then the map(if there is one) and then the link to the 3rd party site you may visit if you wish on where I am referring to: this is a point of time search so the links may decay as time goes on.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 StarCraft 2 (2010) : Maps - &lt;br /&gt;
 Abyssal Reef LE https://liquipedia.net/starcraft2/Abyssal_Reef_LE&lt;br /&gt;
 to a lessor extent &lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
 King&#039;s Cove LE,&lt;br /&gt;
 https://liquipedia.net/starcraft2/King%27s_Cove_LE&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
 and Bel&#039;Shir Beach &lt;br /&gt;
 https://liquipedia.net/starcraft2/Bel%27Shir_Beach&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
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&lt;br /&gt;
 Grey Goo (2014) : Maps -&lt;br /&gt;
 2 Maps 1 Called &#039;Lost Plains&#039; I can not find even a good picture of and to a lessor extent maybe one in newer map pack called&lt;br /&gt;
 &#039;Canyon&#039;(this is not a great example, but the blue green yellow, ore placements and geysers have a similar color I was trying to point out:  are clearest in the thumbnail images on product website below)&lt;br /&gt;
 https://www.greybox.com/greygoo/en/info/features/map-pack-1/&lt;br /&gt;
&lt;br /&gt;
 Image Concepts that I can not provide:&lt;br /&gt;
&lt;br /&gt;
 StarCraft Brood War (1999) - &lt;br /&gt;
 The image of the Protoss Campaign info screen at tutorial distance with spoken introduction by the Characters in the Original StarCraft ( not Brood War, I just mention it for consistency as a standard due to superset overlap)  - The look of the &#039;post-clear&#039; weapons efficiency war power as a movable galaxy spanning armada.&lt;br /&gt;
&lt;br /&gt;
 BattleTech (2018) - &lt;br /&gt;
 Jungle Biome - if you look at this there is a similar coastal theme in terms of warm blue and rocky outcrops that look clean in volume and low in disrepair vs the destruction context or &#039;Human or Terran-like&#039; Tech species as advance of modern Mechanized Bi-pedal Warfare in topic BattleTech (2018).&lt;br /&gt;
&lt;br /&gt;
 The other 2 references are apparent in the title at &#039;Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction&#039;s basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction&#039;&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------&lt;br /&gt;
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&lt;br /&gt;
== X-COM UFO Defense with/vs. Red Alert 2 &#039;Light Specific Alloy&#039; Theory Reasoning ==&lt;br /&gt;
&lt;br /&gt;
 This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft &#039;Races&#039; to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow &#039;power-option&#039; flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor interior.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Include a theory at present related to this:&lt;br /&gt;
 &lt;br /&gt;
 There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.&lt;br /&gt;
 &lt;br /&gt;
 If you consider that in all of these examples there are character physics models of average &#039;Hero&#039; Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a &#039;Human User&#039; is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.&lt;br /&gt;
 &lt;br /&gt;
 You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of &#039;men&#039; thus &#039;lightmen&#039; as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).&lt;br /&gt;
 &lt;br /&gt;
 If you think like a new-age hippie or someone corrected in science as a woo-science &#039;foodie&#039;, you might consider yourself in line with the Carl Sagan &#039;we&#039;re made of star stuff&#039;. &lt;br /&gt;
 &lt;br /&gt;
 This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact &#039;lightmen&#039; in personal form, although shielded by geologic biologic format on top of said democracy light as an object.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: &lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in &#039;disguise&#039; but in virtue &#039;real&#039; as a format of your average decision-making orthodoxy in &#039;obvious cultural terms&#039; : &amp;quot;your take on life&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 This becomes an obvious downgrade idea about interior space as a dynamic...don&#039;t be a dry academic and just consider---&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The theory of lightman politics as a concept abstraction of &#039;Light Specific Alloy&#039; Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific &#039;lightman&#039;.&lt;br /&gt;
&lt;br /&gt;
 This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say &#039;reproducible&#039; in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from &#039;inside&#039; &#039;into&#039; &#039;the outer&#039; &#039;universe&#039; from a ray spectra..(maybe that&#039;s wrong with#fuzzyNumbers).&lt;br /&gt;
 &lt;br /&gt;
(link for people who are not in line with this &#039;next level bureaucracy&#039; -&amp;gt; this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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== Continue on to Format Logic given reduction of math-to-humor regarding Interior Light as a vector grouping ==&lt;br /&gt;
 &lt;br /&gt;
 The idea that an unarmored group in logic as a standard along 2-D height among several pair prototype meta games in exodus via &#039;large set apparent&#039; and subset( &#039;X-COM UFO Defense&#039;(1994) and &#039;RED ALERT 2&#039;(2000) ) is personal in depth but schematically abstract-apparent in usage as a nexus concept of reason:&lt;br /&gt;
 &lt;br /&gt;
 As you see from the Idea of Depth in terms of a valid constructive armor(no subtype) that relies on an inner drive and individual representation of overall worker-warfare in terms of the concept of a X-COM Soldier with the Unarmored type of &#039;Coveralls&#039; and G.I. as a unit drive of &#039;species&#039; (Let me explain this term in next sentence) lightmen or a given type as abstraction in reference to large set ((G.I. and Guardian G.I),(X-COM Soldier and Individual Personal Armor per Deploy)).&lt;br /&gt;
&lt;br /&gt;
 The Idea of species in text term of a compound interest statement &#039;species of lightman&#039; is a term boundary that exists in American English : this is the idea that any thing you can change will alter the species of &#039;lightman&#039; further used in this example as X-COM Soldier. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
For example you may have two species of &#039;X-COM Soldier&#039; that rely on additional game data to allow you to see the type of ammunition on Heavy Cannon(in X-COM UFO Defense 1994) is color and type coded to the visual user. Of potentially many occurrent examples, you could have color morph as primary concept in that they could have a matte or metallic mixture of color patterned light in any occasion set size.&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 This is in effect happening any time that the advancement of a game allows for additional &#039;skins&#039; or &#039;textures&#039; for use outside of option laws of a certain negative in terms of term boundary &#039;Standard Setup and Keybindings&#039;. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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Any change whether they be gameplay specific or obtuse per environment allows the change of a lightman to a (&amp;quot;light man species&amp;quot;:&amp;quot;lightman species&amp;quot;).&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The Idea is that the theory specific lightman politics and enterprises are in some ways academically located in an accuracy from a judgement-by-deception-benefit that the Game Producers and Storyline Authors will manage as a team effort at one point initially. The idea is that by pulling the interior light outwardly if you will the armored compound concept reasoning is counter-effective in mass from the opposing counter located force per side.&lt;br /&gt;
&lt;br /&gt;
 In effect Armor is generated by direction (in potential opposite or opposition) as a counter effect of greater &#039;lightman mass&#039;. The idea is that as a lightman is generated it does not have a differential type grouping, type as standard as another besides ordering(seen both ways as &#039;issuance&#039; and sequence vs. consequence). You can see this in the StarCraft 2 Marine Quote : &amp;quot;You ever notice that nobody ever comes back to the barracks?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 The idea is not constant and can be a benefit based on use of the object lightman as a user in flow of control as well as on top game logic of progression or advancement. You can see that the X-COM Soldiers make adequate advancements of their ability based by use, and are profit driven, and progress oriented as they progress to X-COM Soldiers with Personal Armor.&lt;br /&gt;
&lt;br /&gt;
 You can see the abstraction as a set of steps in the tutorial given above to exact the move into Personal Armor. This is all talking about straight-through-runs and not reloads for optimization or space saving.&lt;br /&gt;
 In context the G.I. and Guardian G.I. are also in abstraction in terms of cost: &#039;Guardian G.I.&#039; being more expensive. But if you see the representations in terms of game engine driven by shutter speed in X-COM and is step-wise turn based. RED ALERT 2 being a true constant RTS designed past the point of StarCraft BroodWar&#039;s development, there is a similarity as the use of both in time necessitates : the more armored version Guardian G.I. as a complete stand alone class that exists and is generated in 1 step unlike the slower piecemeal advancement of Standard as a material object in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
 I hesitate to explain but want to point out the similarities in Armor as a continuum in basic practice in:&lt;br /&gt;
&lt;br /&gt;
 1: Red Alert 2 | Infantry ( G.I. -&amp;gt; Guardian G.I -&amp;gt; IFV(Infantry Fighting Vehicle)) Tank |&lt;br /&gt;
 &lt;br /&gt;
 2: X-COM UFO Defense | X-COM Soldier(Personal Armor -&amp;gt; Power Armor -&amp;gt; Tank/Laser Cannon) X-COM Tank |&lt;br /&gt;
&lt;br /&gt;
 Ultimate truth 1 liner is: &#039;the armor is produced by the sheltered light among the sheltered lightman as they generate armor&#039;&lt;br /&gt;
&lt;br /&gt;
 Personal Armor is really quite useful all game and is an effective investment vs all types of person soldier and tank soldier Aliens.&lt;br /&gt;
 &lt;br /&gt;
 You can see it like an embankment battlefield architecture much like the Tank/Cannon depicted colloquially as moving embankments.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 They shift in mass and are best in front line fighters in case X-COM Soldiers.&lt;br /&gt;
 Notice that when a unit wears the Personal Armor the look the same from the game view --but not the inventory screen-- as a brown haired orangish tan, maybe caucasian man depicted from there on as an abstraction of basic armored soldier.&lt;br /&gt;
&lt;br /&gt;
 They typically can survive 1 shot at least of Plasma Weapons as an indeterminate Class(in terms of Fog-of-War obfuscation).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== X-COM UFO Defense with/vs. Red Alert 2 &#039;Light Specific Alloy&#039; Theory Reasoning ==&lt;br /&gt;
&lt;br /&gt;
 This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft &#039;Races&#039; to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow &#039;power-option&#039; flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor interior.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Include a theory at present related to this:&lt;br /&gt;
 &lt;br /&gt;
 There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.&lt;br /&gt;
 &lt;br /&gt;
 If you consider that in all of these examples there are character physics models of average &#039;Hero&#039; Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a &#039;Human User&#039; is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.&lt;br /&gt;
 &lt;br /&gt;
 You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of &#039;men&#039; thus &#039;lightmen&#039; as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).&lt;br /&gt;
 &lt;br /&gt;
 If you think like a new-age hippie or someone corrected in science as a woo-science &#039;foodie&#039;, you might consider yourself in line with the Carl Sagan &#039;we&#039;re made of star stuff&#039;. &lt;br /&gt;
 &lt;br /&gt;
 This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact &#039;lightmen&#039; in personal form, although shielded by geologic biologic format on top of said democracy light as an object.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: &lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in &#039;disguise&#039; but in virtue &#039;real&#039; as a format of your average decision-making orthodoxy in &#039;obvious cultural terms&#039; : &amp;quot;your take on life&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 This becomes an obvious downgrade idea about interior space as a dynamic...don&#039;t be a dry academic and just consider---&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 The theory of lightman politics as a concept abstraction of &#039;Light Specific Alloy&#039; Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific &#039;lightman&#039;.&lt;br /&gt;
&lt;br /&gt;
 This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say &#039;reproducible&#039; in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from &#039;inside&#039; &#039;into&#039; &#039;the outer&#039; &#039;universe&#039; from a ray spectra..(maybe that&#039;s wrong with#fuzzyNumbers).&lt;br /&gt;
 &lt;br /&gt;
(link for people who are not in line with this &#039;next level bureaucracy&#039; -&amp;gt; this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)&lt;br /&gt;
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&lt;br /&gt;
== Theory of International Navying vs Space Infantry as a Landmass Politic ==&lt;br /&gt;
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As in X-COM UFO Defense there are other pop culture references :&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 (StarCraft - Protoss Carrier vs Interceptor : Infantry Marine) &lt;br /&gt;
&lt;br /&gt;
 (Star Wars Rebel Space-fighting paradigm as a tactic in space vs International Navy) &lt;br /&gt;
&lt;br /&gt;
 (Landmass as a moving concept of will-of-simulation in X-COM UFO Defense) &lt;br /&gt;
of the topics and topics I wish to describe as &#039;International Navy&#039;, &#039;Space Infantry&#039;, and &#039;Landmass&#039;.&lt;br /&gt;
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&lt;br /&gt;
== Theory of International Navy Policy Type ==&lt;br /&gt;
&lt;br /&gt;
 The idea exists that an advantaged type of person soldier in midst would become further engaged in similarity processes and become further encumbered by stasis and stance change logic. In effect if Type battling person soldiers exist as they do in X-COM UFO Defense for example == Mutons vs X-COM Soldiers == There would in some ways be an effect-mentioning curve that would meet in policy dispersal into the surrounding cloud of meta-game-theory person soldiers in context that exist of said argument.&lt;br /&gt;
&lt;br /&gt;
 The concepts are at play in the Star Wars reason for rebelling vs an overarching Navy of indiscriminate size and complexity; As well as in the Protoss Space infantry superiority in Interceptors vs Terran Marines as a lost type battle on Terran side or encumbering ground logic. The idea that in terms of X-COM UFO Defense there are more destructive weaponry and armaments from the very beginning on January 1st, shows this dispersal and divide pattern in terms of effective use as a undone efficiency mechanic for profit driven professional warfare -- from an artifact-race standpoint in X-COM UFO Defense.&lt;br /&gt;
&lt;br /&gt;
 The advantage divide is pivoted in some sense locally in the future effect curve of the Blaster Bomb technology in terms of free move via the effect boundary in distance of near-maximum effect fire relationship via/vs. actor(X-COM). This is also effected by the constant move of Mind Probes, Small Launchers, And Plasma Pistols: &lt;br /&gt;
&lt;br /&gt;
 Mind Probes are a basic scouting and harass mechanism, for the ability the surviving unit has n terms of tactics war-frame budget in an effect distance.&lt;br /&gt;
&lt;br /&gt;
 Small launchers and (type)grenades are overly effective at mass in depth across groups even in armor of some types.&lt;br /&gt;
&lt;br /&gt;
 Plasma Pistols are the most (mentally) expensive best option for a 1 unit inventory design with armor, very high damage relationship vs (type)armor of all types over time, vs Elerium cost component of clips as a constant use.&lt;br /&gt;
&lt;br /&gt;
This makesdecent sense as a connection in &#039;my eyes&#039; to Navy vs &#039;Space Infantry&#039;. I see that the Sectoid is the alien person soldier that you encounter first in X-COM UFO Defense. In terms of all these things that you see at the first encounter as the Alien is initially optimized in a Navy or fleet configuration due to lack of effect. The idea revolved around the idea that based on the number of person soldiers in a X-COM encountered craft, there are files of types that auto-generate based on the depth and size of the effect outcome. &lt;br /&gt;
&lt;br /&gt;
 If you look at the Small Scout, it can have Navigators, Engineers, Medics, and Soldiers but not Leader or Commander.&lt;br /&gt;
 &lt;br /&gt;
 This is in effect the grouping that is evident in the type small of a low level sub-system from a Reticulan Continuum model of your behavior in teams against the factor of flavor inside your right-arc politic.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 The idea is that all grouping it has is optimized for the idea it has of a &#039;Plasma War&#039; vs the encounter you have as a User vs it on context above.&lt;br /&gt;
&lt;br /&gt;
 If you look beyond onto the larger UFOs like Abductor and Harvester up to Terror Ship and even Supply Ship the user will encounter more Navigators and Leaders but not until &#039;Battleship&#039; can you encounter a Commander. &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 With this in mind you can comply with the feeling that the ideals of the entity (Sectoid) in the Reticulan Continuum vs you, it will allow you to glean or grok the knowledge needed to apply this grep typing as a factor of importance in it&#039;s factor-society. &lt;br /&gt;
&lt;br /&gt;
 The idea basically comprises that you will see mostly Soldiers, Navigators, Medics, and Engineers ((Commander as abstraction)) vs &lt;br /&gt;
&lt;br /&gt;
 X-COM&#039;s abstraction of Soldiers, Airmen, Engineers, Scientist, and ((Tactician as abstraction))&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 You as a team are in effect encountering non-effected grouping in the authority curve of a professional autonomy, via yourself in &#039;Innervex&#039; comparison : &#039;Innervex&#039; is a true comparison derived by the context grouping vs type itself. The idea is that in a dual comparison the re-grouping would abstract in a directed pivot but the advantages would be person-evident and orient.&lt;br /&gt;
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-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
So this follows up as the first take of &#039;them&#039; as Navy in orientational grouping and mainly derived in Navigation at net-benefit maximum. It would also follow that the 3 items above would be non-effected re-grouping and in effect more profit oriented as a result of its non-effect status in interior grouping standoff standpoint &#039;initial&#039;.&lt;br /&gt;
&lt;br /&gt;
 As the game advances they move steadily into other races with advantages, and also Plasma Rifle, Heavy Plasma and Blaster Bomb***(effect theory curve))&lt;br /&gt;
 &lt;br /&gt;
 In effect you can see this as a direct continuum in response of depth-of-orient Navy group space-and-land battles vs a grouped &#039;Space Infantry&#039; package from X-COM&#039;s Units and Technology in Laser War Premise regarding X-COM UFO Defense (1994).&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
==Theory of &#039;Space Infantry&#039; as a &#039;Landmass Politic&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 The need for an outside prism of context as a statement is unknown to the visual user. This similarity of the world at 400m by 400m range is specific and advantaged as in the isometric representation via X-COM UFO Defense (1994). &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 The need for advantaged vector calculation vs a statistic opponent with rated advantages that had been constant since release (1994). &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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&lt;br /&gt;
 (In my words I call this a &amp;quot;falling stack&amp;quot; AI, because it falls through tollgates using a formed calculation barrier and ongoing updates via a programatic incrementally implemented scoring system.)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ( This AI is not incurring ongoing change in any real regard but it has sense in depth of minor data storage and is in effect capped by inflexible game-engine constraints.)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 (The AI movement is specific to it, and in effect is propped up by the actual work from the design team and implementation of art as well as the specific game rules and engineering effort made to represent this topically to the user.)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
In X-COM UFO Defense, this concept can be abstracted into the depth of the voxel group isometric areas that you engage the aliens in (BattleScape), and also the abstractions onto the gameboard representations of the Geoscape and Base areas.&lt;br /&gt;
&lt;br /&gt;
 &#039;Landmass&#039; in this context refers to the similarity in structure on a scheme. In this example :as Greenland in X-COM UFO Defense --- over a period in time as a moving set of subset snapshots via an ordinary-bounds-movement that is simulated in series, in sequence, over parallel unit distance pairs through virtual &#039;Plasma Fire&#039; relationship AND real-world dual-sided constraints in an ordered continuum subset.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The idea is that you will encounter non-effect grouping and when it is explored or defeated, you gain a further cause benefit from the effect-capable increasing. &lt;br /&gt;
&lt;br /&gt;
A X-COM Unit race grouping that is bounded by re-grouping on the every 5 seconds timeframe at maximum encounters the aliens on a counter operating dynamic level. Every loss you have be it speed of success or military losses in context, will gain the near-maximum grouping of the alien opponent. &lt;br /&gt;
&lt;br /&gt;
 As it fears a direct curve of heat at you in losses, it has baseline control.&lt;br /&gt;
&lt;br /&gt;
 There is a direct benefit from the standpoint of the X-COM Soldiers to make a jump up into Plasma Weapons as soon as possible to counter the gains of the oppressor alien opponent via their stabilist control arm of accurate near-group depth and cover-in-increasing-weight as a direct in-plane moveable.&lt;br /&gt;
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&lt;br /&gt;
== Theory of Artifact Universe via &#039;Plasma War&#039; in context of X-COM &#039;Space Infantry Infraction&#039; : Mission Statement and Cydonia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the take as to see this as a story line dispersal, I want to remind you of the aforementioned that :&lt;br /&gt;
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  All these things I am considering here are my own thoughts on &amp;quot;X-COM UFO Defense&amp;quot; a product of entertainment &amp;amp; human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality.&lt;br /&gt;
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 Now that I have introduced the concepts in play prior to the artifact of Plasma Weapons, I want to introduce a further continuum pointer in that of an overarching &#039;Plasma War&#039; in which the alien factions are in some way represented throughout and within the struggles of the alien invasion of earth. &lt;br /&gt;
 &lt;br /&gt;
 The idea that I want to provide is that it is a parallel struggle going on in a similar way to the other parties in X-COM UFO Defense, in order that &#039;Laser War&#039; and &#039;Plasma War&#039; meet (in X-COM UFO Defense (1994) ) as a Premise.&lt;br /&gt;
---------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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 You can at some point prove to theory the take that due to the articles of warfare in the aliens and X-COM faction&#039;s loadouts they are effectively similar in terms of depth due to usefulness over each other&#039;s usefulness in tandem or over effect.&lt;br /&gt;
---------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
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The Mission element of the X-COM faction is not evident prior to research of alien origins, but as the game progresses you can see that the ultimate goal requires (1) thing : &lt;br /&gt;
&lt;br /&gt;
 Capture of a very large craft. &lt;br /&gt;
&lt;br /&gt;
That being a need to capture a Commander, Leader, 1 other alien of any type alive -- as well as Navigation, Power Source, Alien Alloys, and Elerium(115).&lt;br /&gt;
&lt;br /&gt;
 - this specifically does not require use or research of Plasma Weapons&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Theory of Overlapping Bases ==&lt;br /&gt;
&lt;br /&gt;
 After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.&lt;br /&gt;
&lt;br /&gt;
 If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. &lt;br /&gt;
 &lt;br /&gt;
 It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.&lt;br /&gt;
&lt;br /&gt;
 The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). &lt;br /&gt;
 &lt;br /&gt;
 You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat AFB Base build on Jan 12th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
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&lt;br /&gt;
== Theory of Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
 Entire theory here Theory evident 2 Tanks/Cannon and 5(5 of 6) Soldiers can be represented as a &#039;Sensor&#039;: this is how.&lt;br /&gt;
&lt;br /&gt;
 Consider a 8 wide grid as &#039;o&#039; as open and &#039;X&#039; as a unit just as to abstract a tank as 4 2-by-2 &#039;X&#039; and Soldier is just 1 to make this clear in 1 step and not stay on nomenclature.&lt;br /&gt;
&lt;br /&gt;
 &#039;o - o - o - o - o - o - o - o&#039; would represent a 8 wide path of nothing in it.&lt;br /&gt;
 &#039;x - o - o - o - o - o - o - o&#039; would represent , 1 X-COM Soldier at front with 7 consecutive iso squares with nothing.&lt;br /&gt;
&lt;br /&gt;
Consider:  Placing 2 tanks like this:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - X - X - o&lt;br /&gt;
 o - o - o - o - o - X - X - o&lt;br /&gt;
 X - X - o - o - o - o - o - o&lt;br /&gt;
 X - X - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
also consider this:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
with Soldiers spaced in:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - X - X - o - o&lt;br /&gt;
 X - X - o - X - X - X - X - X&lt;br /&gt;
 X - X - o - o - o - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
leading to the ideas in play here, this is a &#039;Sensor&#039; via the directly above graph of width, see 3 steps of superior -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1:&lt;br /&gt;
&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - o - o - X - X - X&lt;br /&gt;
 X - X - o - X - X - o - X - X&lt;br /&gt;
 o - o - o - o - X - o - o - o&lt;br /&gt;
&lt;br /&gt;
2:&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - X - X - X - X - X&lt;br /&gt;
 X - X - o - o - X - o - X - X&lt;br /&gt;
 o - o - o - o - o - o - o - o&lt;br /&gt;
&lt;br /&gt;
3:&lt;br /&gt;
 o - o - o - o - o - X - o - o&lt;br /&gt;
 X - X - o - X - X - o - X - X&lt;br /&gt;
 X - X - o - o - o - X - X - X&lt;br /&gt;
 o - o - o - o - X - o - o - o&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 I do not want to dwell on this at drawing at-hock array descriptions, I always see this as negative to the flow of the article. It is easier to represent in game but see the packet of tag-fire marines as the moveable vs the holding embankment of the 2 tanks as barrier reason at-as opposed in 2 Tank and 6 Soldiers -- more widely.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 2 Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Tank maneuvers can occur after the infantry steps in X-COM making it variable in terms of use, in Mission 1 UFO (Medium Scout) Tank/Cannon can engage at will and is the Hunter vs &#039;Plasma Pistol fleet&#039; Sectoids without cover or array logic in terms of adequate ranging via person soldier movement as array logic via (the opponent in X-COM UFO Defense 1994).&lt;br /&gt;
&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 3 Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 The weakest position in the 2 Tank/Cannon 6 Soldier(Rifle/HE) Conventional variant-mix is opening down the ramp of your SKYRANGER and engaging cover as a compact negative of fire as warfare-vs-contend logic of own-decision making(Vs &#039;Arbitrary Reticulan Advance&#039;(the idea the alien is fighting you in the game and in real) via the material noise between subject-reality in terms of &#039;Sectoids&#039; as a tech variant in X-COM UFO Defense and : You needing to know why that is via/vs. operating the game tangibly)&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
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== Theory of Small Craft represented as an Interior Battleground ==&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 THEORY AT LARGE&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 Consider the casting of this boundary theory in terms of the highlighted X-COM Soldier referred to as &#039;Arthur Hill&#039; from a &#039;this-time&#039; standpoint. In fact that it is this time currently and you are framing in your mind a theory concerning said X-COM UFO Defense Soldier named &#039;Arthur Hill&#039; as depicted.&lt;br /&gt;
&lt;br /&gt;
 If you consider his position, which was pictured above at the same time &#039;Drop the 1 Rocket Launcher&#039; (image above). Soldier &#039;Arthur Hill&#039; is kneeling and had 4 Time Units at this time. He is unable to walk in any direction but can use the kneel option to toggle Soldier &#039;Arthur Hill&#039; to a standing posture so that the 4 Time Units to make this move will not be needed in investment to make a meter move in any of the 4 walkable directions.&lt;br /&gt;
&lt;br /&gt;
Consider the Option as &#039;Arthur Hill&#039; in the terms of his selective consciousness: He can consider a positional arrangement of his own in terms of &#039;their-eyes&#039; selective segmenting from a conscious-drive selector-administrator pairing lively. &lt;br /&gt;
&lt;br /&gt;
 As &#039;Arthur Hill&#039; looks around at the next two X-COM-empty reticles, he can consider the arrangement from the idea of &#039;Arthur Hill&#039; perspective on positional advantages as the turn is over minus 4 Time Units as described earlier in statement.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Moving breach statement with 3rd man dropping Small Rocker Jan 13th.PNG]]&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 If you consider the two places in mention as a similar sequence timeframe, you can assume that there are two supposed advantages that he might suppose to have in theory impenetrable &#039;Arthur Hill&#039; Logic.&lt;br /&gt;
&lt;br /&gt;
 One is a straight away: There is a theory over movement here in terms of his position into and in fact out of the &#039;glowing&#039; time shaped spheroid craft, as it represents to him as a general structure, in-repair and constant progress through time in &#039;him&#039; as &#039;Arthur Hill&#039;.&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 At this point the decision  &lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 decision is made by type as an object in presentation in the internet as of 2022 so reading down is assumed and pathed downwardly in logic: &lt;br /&gt;
&lt;br /&gt;
 Straight away judgement allows you to pass with an even pace of 4 Time Units per cost of distance, except when you have negative modifiers like (Injury or Encumbered) So as you the &#039;Arthur Hill&#039; crosses into the judgement plane of the vehicle, the assumed judgment seems real in constant as a status of reliance. Whether or not &#039;Arthur Hill&#039; knows this he is to cost 2 times the average 4 Time Unit cost at 8 Time Units when he crosses this barrier threshold into the alien craft (Medium Scout) at point over time-distance of crossing, instantaneously and over time-constant of use-period 1.&lt;br /&gt;
&lt;br /&gt;
So you can represent the Ideation being that &#039;Arthur Hill&#039; moves into the craft and in time is circled in judgement apparent to the negative waveform of the craft you: system &#039;Arthur Hill&#039; is unprepared and enters it in time-value apparent to individual circumstances.&lt;br /&gt;
&lt;br /&gt;
 The next level evident Idea is to pass on the other case before logic so I will oblige for period specific reasons.&lt;br /&gt;
&lt;br /&gt;
2 - Second judgement is the ability to either, be protected by the cover of the embankment of the vehicle(in the Game logic of X-COM UFO Defense 1994) or to cross into a cover-sided defense on the opposite side of the craft(Medium Scout).&lt;br /&gt;
&lt;br /&gt;
 The theory to generate the correct thing is to understand the judgement of reality in terms of &#039;gravity-wave-gravity-well&#039; phase or phase-of-force analysis: defenses in terms of depth vs gravity dynamic pattern at depth of society vs Naval fleet &#039;Plasma Pistol Sectoid&#039;: in Reticulian Continuum (model this) - (Medium Scout (Small Scout Boundary (Medium Scout Core and Small Scout Core))) as a movable &#039;framing&#039; field-or-force that will actually relay gravity as a force to resist the movement into the center of the hyper-imposed similar designed craft as you walk into the center. see M as Man  the theory would be this in terms : &lt;br /&gt;
&lt;br /&gt;
 M -&amp;gt; (Medium Scout (Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 (Medium Scout M -&amp;gt;(Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
 &lt;br /&gt;
 (Medium Scout (M -&amp;gt; Small Scout Boundary (Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 (Medium Scout (Small Scout Boundary (M -&amp;gt; Medium Scout Core and Small Scout Core)))&lt;br /&gt;
&lt;br /&gt;
 this could be used as an abstraction of machined or hyper-Industrial smoothness of a metallic near-spheroid from the depiction of the Man &#039;M&#039; - both inside and outside the generated example at point of entry to (Medium Scout UFO)&lt;br /&gt;
&lt;br /&gt;
 `` you can also go into depiction as a design and say that the plasma wall panels on the UFO (Medium Scout Core) have an apparent similarity in distance to the idea of a theoretical &#039;Navigation&#039; device I refer to as a &#039;mass-wasting&#039; &#039;image-material-metallic&#039; Interface :&lt;br /&gt;
 &lt;br /&gt;
 This is the idea that through metered construction based on height, a theoretical technology exists that there are capably possible solutions to turn &#039;theoretically pure&#039; &#039;Alloy&#039; under guardian of Elerium 115 as material substance in unison that will:&lt;br /&gt;
 &lt;br /&gt;
 (**theoretically pure Elerium-115** see &#039;Elerium 115 elemental-material behavior as a material falloff due to &#039;expansive&#039; positive-depth gravity-width by intrinsic device created solely of elemental (in Theory in &#039;game&#039;(X-COM UFO Defense 1994) stable-substance Elerium 115 in groups&#039;) :&lt;br /&gt;
 &lt;br /&gt;
 over time in gravity and material edge expansion as a geometric divided-gravity-boundary for a form of operating a simple or native &#039;step-lever&#039; &#039;gravity charge pump&#039;(as an abstraction of an anti-matter gravity-wave generator (use UFO Power Source as a model or metric of abstraction) in waveguide as a energy/engineering theoretic**) metallically pure alloy metal in a prepared composition(via formed theoretic and gravity waveguide, in place of, in play theoretical distance to Elerium 115 related to it&#039;s ductile capacity as a &#039;power-metal&#039;) into a transparently shifted image and &#039;loaded&#039; in lensing architecture from a compression or logic-comparison on-place of the alloy-panel wall translucency. ``&lt;br /&gt;
&lt;br /&gt;
(Another copy of images so you can scroll less in this - as a standalone section)&lt;br /&gt;
 [[File:Moving breach statement with 3rd man dropping Small Rocker Jan 13th.PNG]]&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 ((This is an image from another file mentioned in 14 Soldier Conventional Rocket Launcher Build))&lt;br /&gt;
 [[File:FInal Approach UFO-3 - Jan 7th.PNG]]&lt;br /&gt;
 1: Curve the outside beyond the Tank in depicted image 2(above) in terms of blending the two flat sides into a bounded range that would in some way be abstract to the user but could be assumed a curve in representative logic a Spheroid Mass Object of metallic luster and hyper-Industrial smoothness and texture or other values that result in smoothness.&lt;br /&gt;
&lt;br /&gt;
 2: You then have a system evident minor, in terms of the outgoing initial judgement of the pattern of (Small Scout) via (Medium Scout) is an intermediate distance between them in terms of overall averages in size. So if you see the Small Scout UFO being behind in terms of value(profit-arm dynamics), but ahead in terms of time vs distance to the maneuverable user(in this sense the &#039;Navigator&#039;) in the smaller force distance to the user(X-COM assumed-Soldier in Unbroken Craft). You then from here maintain the outside wall intermittently in your judgement but look on the center of the Small Scout being overlay transfixed on-top of the medium at the centered point of value at the UFO Power Source.&lt;br /&gt;
&lt;br /&gt;
 If you maintain the abstracted curve in the negative and flat area on the outside walls of the Medium Scout UFO (vs interior), you can see a slightly larger exterior wall(On Small Scout in reference to Medium Scout Core section) but similarities to the interior core of the Medium Scout are apparent plainly.&lt;br /&gt;
&lt;br /&gt;
 You can thus conclude that the metered in-breaking of the units in some format enables them as a construct vs./the either craft (Small Scout),(Medium Scout). So You can see this as an actual entry to a small spheroid craft-interior with a small setting in the middle and potentially 3 seats smaller than what an X-COM would use, the reason behind this is that 3(Seats), in a spheroid series curve could generate any comparable surface in expansion of any chair arrangement in-terms of depth over time. The context of which is that there is an increasing gravity wave boundary that relates to step-curve Powerful Operating Force Fields which relate directly to my 1st introductory theory of (Elerium) 115 as a Proton packed &#039;power-metal&#039; in stability and outcome.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 If you consider the earlier topic presented Theory of (&#039;Overlapping Bases&#039; assumed Geoscape):&lt;br /&gt;
 &lt;br /&gt;
 in unison with a smaller vision as present in BattleScape.&lt;br /&gt;
 An experienced use can image-locate the very smallest UFO - not probe (Small Scout) and hyper-impose it on top of and within as locate of the (Medium Scout) UFO at core in terms described prior:&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
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==Boundary Theory: UFOs represented as an Interior Battleground ==&lt;br /&gt;
== Boundary Theory - &#039;Small Craft represented as an Interior Battleground&#039; ==&lt;br /&gt;
&lt;br /&gt;
 Here is where you get really crazy and I give you some funny internet tid-bits, think &#039;So Long and Thanks for All the Fish&#039;!&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 Like Mole, like Crow &lt;br /&gt;
 I Can&#039;t See:Like No Lights On(trap city)&lt;br /&gt;
That subset hype: trap city mole&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 and the almighty crowd pleaser : it&#039;s the Spalacopusssssss!!!! https://en.wikipedia.org/wiki/Coruro&lt;br /&gt;
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AhhPinecone man! I love the Pineconeman!, it&#039;s the perfect object. Pinecone man. I wish they had more! https://dota2.fandom.com/wiki/Warpine_Camp&lt;br /&gt;
-Treeman Tree I fear and hate the Evil Shrubman https://dota2.fandom.com/wiki/Nature%27s_Prophet who is Evil- but not Insane. -Treeman Tree&lt;br /&gt;
You can&#039;t believe that Evil Shrubman shit--&lt;br /&gt;
That &#039;l&#039;O&#039;O&#039;k&#039;s&#039; like a pretty evil shrub man!&lt;br /&gt;
Luckily now that we have found the pinecone man(The only Dota 2 midpoint),&lt;br /&gt;
Orient around the pinecone man, then the pinecone man, the pinecone man, the pinecone man. - Treeman Tree&lt;br /&gt;
&lt;br /&gt;
 Music: (go for the ) Gusto - Disco&#039;s Revenge (Mole Hole Dirty Mix 1995)&lt;br /&gt;
&lt;br /&gt;
 I have a picture of a Golden Mole wearing an A.J. Green Hat on that I would share -&lt;br /&gt;
 BUT I DON&#039;T HAVE THE RIGHTS TO THE IMAGE; I WILL NOT STEAL THIS MOLE&#039;S COPYRIGHTS!&lt;br /&gt;
 IT IS THE TRAP CITY MOLE!&lt;br /&gt;
 (...if I had rights I would share this, the mole)&lt;br /&gt;
 (Laser tanks also called &#039;moles&#039; in my ideation of facts in jargon/jargoning)&lt;br /&gt;
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&lt;br /&gt;
== Resume Theory in Progress ==&lt;br /&gt;
 &lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 If you look at the UFO as a point of play(Interior Battleground) and (UFO Medium Scout), you can see the more defended place to move is actually at the bottom and moving around from left to right, in an isometrically abstracted route, you choose as user. This is in effect the light-trail(suntrail) in Native American Spirituality in a simple take, you want to go sunwise...If this is important.  Rightward or &#039;sunwise&#039; is in effect clockwise, but can be confusing to consider in top down abstraction vs person life, if this is apparent.&lt;br /&gt;
&lt;br /&gt;
 To explain my reasoning in the south path being easier to secure, rightward motion from the X-COM is stronger vs the invalid supremacy of the Sectoid as a Simulation Framer and person soldier. &lt;br /&gt;
 &lt;br /&gt;
 You can see that there are actually 2 doors that open into walls that could be used to limit encounters&lt;br /&gt;
 :or delay a troop that is moving alongside into the outer sections&lt;br /&gt;
 :to make their all-around-cover more accurate around the top side(in effect by passing counter-operate in anti-sunwise motion(movement) across the double door at south). &lt;br /&gt;
&lt;br /&gt;
 The North open doorway has a similar disadvantage in that if you open the door at top it will be a movement at cost to &#039;open overwatch&#039;, sometimes as many as 3-4 person soldiers in open positions with type&#039;Plasma War&#039; indeterminate fleet. The group alerted will fire in sequence vs. X-Com Soldier one(1) threshold movement through the &#039;Automatic&#039; doorway also costing you additional time units(assumed 8 Time Units as in the doorway to enter but it could be less) as well in advance of risk to Soldier in Health Points as a metric of success.&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Small Craft as Interior Battleground Jan 13th.PNG]]&lt;br /&gt;
 Consider This idea of vision as user freedom, from a strategy of the environment not on distance person soldier.&lt;br /&gt;
 [[File:Tank Cannon Jan 13th.PNG]]&lt;br /&gt;
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 Tanks are very effective at this point at range an in effective tactics in breach and operate settings (Medium UFO) despite loss on outlay movement from the craft and indiscriminate fire angles- more apparent in Terror Mission 1 to follow -&lt;br /&gt;
 [[File:Tanks At range Jan 13th 1 of 2.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 Even at range when thrown Conventional type Weapons are in-effective or inaccurate, due to Plasma Pistol Sectoid being ineffective vs &#039;Alloy and pseudo-Alloy Armor&#039; in place at Tank/Cannon, in example et all.&lt;br /&gt;
 [[File:Tanks At range Jan 13th 2 of 2.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
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&lt;br /&gt;
== Military Theory and Obstacles ==&lt;br /&gt;
== X-COM Unit Loadout Examples ==&lt;br /&gt;
&lt;br /&gt;
== Conventional arms X-COM Soldiers ==&lt;br /&gt;
== 2 Tank/Cannon and 6 Conventional(Rifle/HE) ==&lt;br /&gt;
== 2 Tank/Cannon and 6 Conventional(Rifle/HE) Initial Judgement of Loadout Variants ==&lt;br /&gt;
 Rifleman HE Conventional(HE/Rifle)&lt;br /&gt;
 Most basic and usable technique soldier for the (HE-Rifle) Conventional build 2 Tank/Cannon 6 Soldiers.&lt;br /&gt;
 &lt;br /&gt;
 2- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 2- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
 &lt;br /&gt;
 [[File:Grenadier Type 1 Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Grenadier 1 HE Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a utility argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien &#039;AI&#039; game logic.&lt;br /&gt;
 &lt;br /&gt;
 3- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 2- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
 &lt;br /&gt;
 [[File:Grenadier Type 2 Jan 13th and Lead Man pseudo-Squad Leader.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Grenadier 2 HE Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a heavier and more densely efficient (Rifle/Pistol) version of the argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien &#039;AI&#039; game logic.&lt;br /&gt;
 &lt;br /&gt;
 2- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))&lt;br /&gt;
&lt;br /&gt;
 [[File:Light Rifle Utility Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Light Rifle Utility - Rocket Launcher - Conventional(HE/Rifle)&lt;br /&gt;
 Useful as a last resort - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.&lt;br /&gt;
 &lt;br /&gt;
 1- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- Small Rocket&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
 &lt;br /&gt;
 [[File:Rocket User Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 [[File:Typic HE Conventional Soldier Jan 13th.PNG]]&lt;br /&gt;
 Light Rifle Utility - HE - Conventional(HE/Rifle)&lt;br /&gt;
 This was not used correctly and might be an inefficient or incorrect Class argument, it resulted in misuse and loss of the unit in question in Terror Mission 1 - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.&lt;br /&gt;
 &lt;br /&gt;
 1- grenades for overall power at distance(obstructed by barriers at height)&lt;br /&gt;
 1- Small Rocket&lt;br /&gt;
 1- Rifle Clips: You Can use 1 if lack of use.&lt;br /&gt;
 1- Electro-flare: night&lt;br /&gt;
 1- Smoke Grenade for concealment&lt;br /&gt;
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&lt;br /&gt;
== Conventional arms and Laser X-COM Soldiers ==&lt;br /&gt;
== Standard at point in time of attack of Sectoid Base April 11th ==&lt;br /&gt;
 Standard at point in time of attack April 11th &lt;br /&gt;
&lt;br /&gt;
 Tank/ Laser Cannon : Lasers, Conventional Grenade, and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien Base Infantry Standard April 11th--June-18-2022 X-com Win-May28th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Conventional arms and Plasma X-COM Soldiers ==&lt;br /&gt;
 [[Conventional arms and Plasma X-COM Soldiers]]&lt;br /&gt;
&lt;br /&gt;
== Plasma arms and Laser X-COM Soldiers ==&lt;br /&gt;
 [[Plasma arms and Laser X-COM Soldiers]]&lt;br /&gt;
&lt;br /&gt;
== All Tech X-COM Soldiers ==&lt;br /&gt;
 I did research Heavy Plasma but not Heavy Plasma Clip to increase my firepower from disarmed foes after landing in Cydonia underground.&lt;br /&gt;
&lt;br /&gt;
== Cydonia by May 29th Cydonia Standard ==&lt;br /&gt;
&lt;br /&gt;
 Cydonia by May 29th Cydonia Standard&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cydonia Standard.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points ==&lt;br /&gt;
&lt;br /&gt;
== Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points ==&lt;br /&gt;
 The Conventional(mixed type) X-COM Soldier vs the theoretic use of Laser Weapon&#039;s maximum range stance described as &#039;Range&#039;. The use stance of the displayed X-COM UFO Defense Soldier as it is oriented in increment arcs is in stance of larger moves between midway points, in comparison of Laser Ranges use of &#039;Sensor&#039; sets to use the Tanks as embankment and depth of the other arguments between Tank/ Laser Cannon and Laser Rifle X-COM Soldier 6 unit range sets in midpoint Ranges.&lt;br /&gt;
&lt;br /&gt;
 [[File:Mid-premise 1 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 (top down for continuity)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Mid-premise 2 of 3.PNG]]&lt;br /&gt;
-------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 As ranks are broken in the initial use of movement the lack of overlapping ranging of individual X-COM Soldiers becomes much more incrementally important as time goes on in move sequence. This allows of use of more direct movements to catch this arc strategy by surprise, even in unmoving even-pairs or 1 unit attacks by the similarly ignorant computer opponent.&lt;br /&gt;
 &lt;br /&gt;
 The overlapping points in this (Mixed)Conventional X-COM Soldier usage, is evident of a risk of overlapping fire vs friendly units, in an arbitrary engagement of reaction fire, off-turn.&lt;br /&gt;
&lt;br /&gt;
 [[File:Spaceman journal 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 On some level the Tank/Rocket Launcher functions autonomously in it&#039;s unit in that it is &#039;over powered&#039; vs it&#039;s (X-COM Soldiers)staff in a given direction and is in some unit-1 direction covering for the incomplete disadvantages of the entire (Mixed)Conventional group argument(1 Tank 10 Soldiers) 1-to-1 by effective singular use. (metagame)&lt;br /&gt;
&lt;br /&gt;
 [[File:Spaceman journal 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Topic : Overload as a Method of use for SKYRANGER ==&lt;br /&gt;
 I am moving around the opinion that the idea of an artifact-race and retrieval on 2 Tanks 6 Soldiers SKYRANGER, regardless of unit&#039;s Weapon Class, is the term evident correct plan in terms of overall distance advantages as the human user. &lt;br /&gt;
 &lt;br /&gt;
 The idea that you could on retreat have already spent the extra (10 or less) turns to cover the ground to the fallen aliens and X-COM Units that can hold equipment and move them into  the SKYRANGER, and in-effect slowing the turn usefulness of the proposing party alien person soldier in depth vs in single file by your own advantaged decision making.&lt;br /&gt;
&lt;br /&gt;
 This is the better of the options but cost more Personally motivated(need of food and electricity and time) vs a psychological theory and sublimative control in terms of your technique terms as user : in X-COM UFO Defense : and the theory of the X-COM Soldier as a useful topic of control vs your human time in clicks as human user. In effect you vs the topic of you in theoretical terms to the X-COM soldier as an archetype of your own reasoning vs them as a shield of will in terms of impenetrable (type)&#039;Arthur Hill&#039; logic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Method Overload Topic Jan 13th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 In this you need more use of the : Utility Weapons as a Contain Mode of Control&lt;br /&gt;
&lt;br /&gt;
== Utility Weapons as a Contain Mode of Control ==&lt;br /&gt;
 Utility Weapons I am putting in it&#039;s own Class as a use oriented additional Weapon of the primary used type or another type that is not equipped in the start of handled by a Carry-Operable User in terms of a person soldier, in such as this X-COM Soldier in X-COM UFO Defense (1994)&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Moving tanks vs Plasma Pistol Sectoid 1 of 2 Jan 13th.PNG]]&lt;br /&gt;
 In this the Conventional(HE/Rifle) configuration I would include the use of:&lt;br /&gt;
&lt;br /&gt;
 Auto-cannons: Useful for extra firepower as a loss of unit demands from a use vs usefulness standpoint. Losing a Tanks/Cannon or 1-2 Soldiers would necessitate use of an upgrade to this or another Utility Weapon to hold steady to advancing fire, or use of context over the cover in depth weakness of the Weapon Class evident weakness vs obstacles (if there be any or none). Useful as AC-AP to double a Rifle without overlap.&lt;br /&gt;
&lt;br /&gt;
 Rocket Launcher: Always use the Rockets you get for free, it is the best use for cost, if for free. Someone should carry it but don&#039;t carry it inside. In this build there will be no further investment into Rockets so use per 1 is an evident change on the game as an opposing set-up and (at random)/(at large) vs. you in terms of panic as a player(or mis-judgement).&lt;br /&gt;
 [[File:Moving tanks vs Plasma Pistol Sectoid 2 of 3 Jan 13th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Inventory of Thule AFB in Post-Research Reasoning ==&lt;br /&gt;
 It is interesting to consider that you do not need to use your scrapped or stolen Artifact post mission at Exit.&lt;br /&gt;
 &lt;br /&gt;
 With this idea of tamping down your inventory into holding uncertainty you reach-in-depth or provide depth-of-person-reasoning in depth.&lt;br /&gt;
 You can hold your idea of profitability vs. (the idea of start-up cost as a constant in terms of ) : use as tactics : in X-COM UFO Defense&lt;br /&gt;
&lt;br /&gt;
 You can then unitize the shear-logic upon the sidedness of your holding armies as - 14 Soldier : Conventional -&amp;gt; Laser &lt;br /&gt;
&lt;br /&gt;
 I will use Alloy and armor at cost if need be so I Will never (unless minor Engineer cost is evident to repair profit cycle in mid month) sell Alien Alloys or (Elerium 115) but I hold Plasma Rifle as an example of use and sale in perpendicular Weapons as Class : statements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Inventory in Thule After Terror Mission 1 - Feb 5th.PNG]] &lt;br /&gt;
&lt;br /&gt;
 You start to hold more Laser Weapons as time goes on and less useable clips as the limiting factor leads sale of weapons over clips, and replacement with more dense Laser Class Weapons that only require 1 piece of equipment with no use of weight drop-off among n groups of 1 or greater Conventional -&amp;gt; Laser equipped X-COM Soldiers at abstraction vs indiscriminate and reducing range in depth : to reach to Lasers as a Standard or Range Politics as direction in/and vs. X-COM UFO Defense (1994).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laser Transition from conventional.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 As you run out of HC-AP and HC-HE you should sell Heavy Cannons as the Laser Tanks are becoming evident on the next spectrum of step-usefulness pattern advance and engagement.&lt;br /&gt;
&lt;br /&gt;
 in addition you should hold the Rifles until you have no clips but do not have them in the SKYRANGER to allow for more Laser Rifles and Heavy Lasers in Inventory to overlap and reduce the usage of the concept of Small Rockets and AC-HE and AC-I over AC-AP.&lt;br /&gt;
 &lt;br /&gt;
 I am starting to realize that mass Smoke grenade as an outward concept of protruding warfare tactics in alien base assaults and Terror Missions and Medium Class UFOs and above, can be very powerful in ultimate reasoning of effectiveness over tag-fire as a continuum concept of academic logic expansion of various groups over a filling-random anti-player opponent(as X-COM with Smoke Grenades). It costs one turn to prime for &#039;0&#039; and reset it at your shoulder item slot. This will cover the point of attack with positional concealment, even if there are survivors -- at no cost to X-COM Health points as a metric of success.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Removing riles and Heavy Cannons for Laser Pistols Feb 9th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Engage UFO-6 and both craft INTERCEPTOR, UFO fight for minimal damage : Cannon &lt;br /&gt;
 UFO-6 Lands:&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO-6 - Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Landed Mission UFO-6&lt;br /&gt;
 [[File:UFO-6 Landed-Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Paradox Movement in Partial Advantages of the Conventional arc (Rifle/AC-HE/Small Rocket), vs Laser arc(Alien Grenade/Laser Rifle/Laser Pistol and Tank/Laser Cannon) ==&lt;br /&gt;
&lt;br /&gt;
 To further describe this relationship, I present the following terms about Laser Weapons Class vs Conventional arc (Rifle/AC-HE/Small Rocket) and describe the opposite in such as disadvantages vs Laser Weapons Class continuously.&lt;br /&gt;
 &lt;br /&gt;
 Laser Cost Advantage: There is a single cost of use for any Laser Weapon as long as the weapon is not destroyed.&lt;br /&gt;
 Conventional Cost Disadvantages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The equipment (Auto-Cannon and AC-AP at cost, and AC-HE at cost as a single soldier -- or abstracted on entire arc as a single forward Soldier at distance to succeed) vs (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage). &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Conventional arc is in my approximation nearby but steadily standardly disadvantaged in terms of height vs Laser Weapons in this attitude(Range vs Point-shooting at hazard to X-COM person soldier). &lt;br /&gt;
 &lt;br /&gt;
 The advantages are thus that the single Conventional forward point-shooting soldier requires ongoing cost-in to succeed and is inaccurate but standardly similar in terms of energy usage vs destructible architecture and embankments via Range deconstruction vs Laser Range as a continuum-distance statement vs. and as X-COM opposed.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 In the following scene there is depiction of the forward group of 4 soldiers differently equipped encountering 3 alien units in a group, 2 Floaters in cover-in-distance pattern and obscured : and 1 &#039;Reaper&#039;(this is an unusual abstraction unit)Tank/Soldier threatening the group nearby broken house as a cover mechanic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover in houses Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 As you see the covering soldier at the hallway edge is in the blast radius of a previous engagement of the &#039;Reaper&#039; and it was a single use of Small Rocket that killed the alien unit, and cleared a hallway into the house and surrounding area ( in one reaction vs Laser Weapons Class advantages in splitting-&amp;quot;Laser Fire&amp;quot; in Ranges vs Obstacles and alien units).&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Another mistake in design vs the type advantages of Laser Weapons, here you see that the unit in Movement Pointer(MP) has a Heavy Cannon. I introduce the idea that if you see an indistinct design you should abstract against all types it could be run with. In this situation that means:&lt;br /&gt;
&lt;br /&gt;
 HC-HE - High Explosive available in context range (4 max 3-by-3 stars in effect) which has a unit-distance 0 reaction-relationship in arming from aside and in-effect friendly shell misfires.&lt;br /&gt;
  &lt;br /&gt;
 HC-AP - point of attack high power slug. Use as a Tank/Cannon with extra potential mobility for soldier as a movable arm. It is like a super-rifle in arm standard and damage to environment (as a relationship with speed over time units).&lt;br /&gt;
&lt;br /&gt;
 Because of this you need to assume that all loaded HC ammo is HC-HE as a minor disadvantage from cross firing and intermittent obstacles as a mission cover concept with no tactical depth in &#039;scoring&#039; (in X-COM UFO Defense (1994)). &lt;br /&gt;
&lt;br /&gt;
 Assume the difference of Conventional(Visible 2 Rifles and 1 Heavy Cannon) vs a competent distance of Laser Weapons low-standard for 3 Soldier in term-of weight (2 Laser Rifles, 2 Laser Pistols).&lt;br /&gt;
 &lt;br /&gt;
 Imagine this alternate composition in place in 3 soldiers in screen vs &#039;Reaper&#039; unit. The Cups or cans in reticle is not a problem as an obstacle for Laser Pistol or Laser Rifle, Nand the walls are Rifle(type) and Heavy Cannon evident. HE-HC Auto-cannon would cause 1-3 casualties in misfire but careful use of 3 soldiers in Laser Range at low standard would make moving vs &#039;Reaper&#039; not useless but disadvantaged in most cover engagements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 1-of-2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The Soldier further away from the &#039;Reaper&#039; unit has a free shot out of structure without movement. Other 2 force-invalid Soldiers are forced overwatch on fallen back X-COM-negative arcs or cover-over-context.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Top-Down 4X(X-COM Soldiers : Conventional) vs 3O(Floaters and Reaper)&lt;br /&gt;
 2 Menacing Floaters in obstruction and not safe range, one Reaper 2 by 2 near right-bottom.&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
 [[File:Overhead Reset Reaper.PNG]]&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The lead in attack is a rifle soldier that is powerful and effective vs (Floater Soldier).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 2-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Unit gets countered by depth of fire and lack of tactics in the advance position, vs inadequate armor in a type vs &#039;Plasma War&#039;.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Second side Reset Reaper Part 1 of 2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As X-COM Soldiers move outward of the 1-square infantry-movable open hallway, they can be initially prepared in terms of retreat after 3-4 loaded-(Rifle) shots, be them Snap Shot or Auto Shot vector grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 1-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As the confront is a fallback-possible position to pull the moving defender into a crossing range of failing fire as a standard of retreat vs. angles in the open windows via position this (in X-COM UFO Defense (1994)).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 2-of-2.PNG]] &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Initially destructive as as a piecemeal advantaged-benefit to covered defended positions or groups of Conventional Soldiers(X-COM), you can see it is more direct and has less overall use than you will see in Laser Ranges as an outlay of Obstacle Destruction in a per-series count of destruction as a number or abstraction of base-value integers.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Save of Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 ``With lack of reasoning, point-shooting is a very negative behavior for your group and can discourage a simple-take quasi-crystal with non-regard as prepared failure vs magic.``&lt;br /&gt;
&lt;br /&gt;
 But you can see the Civilans will survive and mass in numbers because you have so much ground area between them and (Civilian) assumed &#039;waypoints&#039; based on calculation and correctness of game logic in values. (Civilian Faction in Red)&lt;br /&gt;
&lt;br /&gt;
 [[File:Cover in Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Win and Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Bought 19 Scientists: Feb 5th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Feb 5th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
 After partial clearing (3 Sectoids Killed) by the Tank/Cannon with no losses, you can feel partially safe in the area, when moving down your 6 man team of X-COM Soldiers, They encountered a single Sectoid and made an effective shot in use of Rocket Launcher(no Additional use present) but in the turn after lost a man who was exposed with no vision of afar, leading down to 2 Tank/Cannon and 5 Soldiers.&lt;br /&gt;
&lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 1 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 2 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The true negatives of the need of this 6th Soldier as a Utility Weapon user become apparent as the 5 man squad cannot recover in advance of encumbered Tank/Cannons in relative position of broken architecture, that limits vision of afar vs unseen Cyberdisk.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 3 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 4 of 4.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Partial Recover as a mid-path Disadvantage in Tactics via Terror Mission : 2 Tanks 5 Soldiers Conventional(Rifle/HE) ==&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 1 of 3.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 The pictured 5 Soldier squad has an opportunity to make equipment changes of carry (alien)Artifacts into the SKYRANGER as an area technique of lessened risk via (Carrier efficiency vs. scouting) as a tactic of sustained advantage in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 2 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The main issue is the advancing broken Tank/Cannon line becomes engaged in further attacks and lack decision-making vs firepower in opportunity. &lt;br /&gt;
 &lt;br /&gt;
 The idea that the units are not capable of encountering the human-made obstacles is apparent in the need for &#039;Laser War&#039; as an arc setting of lack vs post-tested Technology in (Laser Rifle and Tank/Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 Losing a tank dramatically changes the strategy and thinking of the group. Forced failure in 1 Tank and 5 Soldier Combat Setting :&lt;br /&gt;
 &lt;br /&gt;
 [[File:1 Tank Lost 5 Man.PNG]]&lt;br /&gt;
== HE Use as a misstep and Failure to Respond to Loss of Tank/Cannon concerning Ground-clearing as a Directive of Survival ==&lt;br /&gt;
 &lt;br /&gt;
 User Error as a Tactician is apparent in use of the HE as a cover-clearing option and can be used at throwing range. The most important near valid negative, in terms of perfect use by an experienced used (with no add ons or covering mods of some kind in UI) is: &lt;br /&gt;
 the effect of the shell of effect per use of Explosive in terms of X-COM UFO Defense (1994) exampled in HE, Grenade, Alien Grenade is effected by material status and of surrounding obstacles of given game standard in terms of hardness. (I.e. plasma wall vs human wall, chair vs wall vs window and etc.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I was off by 2 Iso units to save my use soldier, but there was a valid opening created in terms of team value at range vs (Sectoid-Cyberdisk)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This additional encumbers the Tank/Cannon due to loss of strength in context of Obstacle clearing need in Conventional(Rifle/HE)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire +1 turn.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Tank Constriction in Range Setting ==&lt;br /&gt;
 &lt;br /&gt;
 Tank/Cannon is additionally disadvantaged as time goes on without Laser Weapons(Laser Rifle-Heavy Laser and Tank/Laser Cannon) for range clearing and necessitates the need of &#039;Laser War&#039; as an arc of Technology in X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Cover-over Fire of the Rifle on top of Tank/Cannon is one of the main disadvantages of (Rifle/HE) as a Class set-up vs Laser Rifle as a 1 item-unit Inventory&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 This Tank Disadvantage leads to further loss and a forced fighting position against a Sectoid group behind a window a broken wall&lt;br /&gt;
 &lt;br /&gt;
 (there is a weird inefficiency vs person soldiers behind &#039;double-slit-window&#039; tile of wall in this terror mission texture set: I do not trust Einstein... but I think it was Thomas Young 1802 according to &#039;https://en.wikipedia.org/wiki/Double-slit_experiment&#039;)&lt;br /&gt;
== Broken Walls as a defeat for Conventional(Rifle/HE) Soldiers as Comparison ==&lt;br /&gt;
 [[File:2 Man risk and retreat 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Full failure of edge in attack.&lt;br /&gt;
 &lt;br /&gt;
 [[File:2 Man risk and retreat 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 You could go so far as to say human-made walls and building Sprites have a direct advantage over Conventional(Rifle/HE) Soldier in direct reduction of effect as boundary to survival.&lt;br /&gt;
 &lt;br /&gt;
 [[File:3 Man Risk Terror 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 1 Soldier lost in retreat to escape with SKYRANGER to no advantages except minor score and potential of surviving Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Ditch to retreat at a loss.PNG ]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Lost Terror Mission Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Failed Terror Mission.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense ==&lt;br /&gt;
&lt;br /&gt;
Point of View here is that there are not options to keep the opening soldier alive in the need to open the Plasma Door of the Small Scout UFO. This opens the idea in terms of effective tactics in terms of over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense (1994)&lt;br /&gt;
&lt;br /&gt;
[[File:Door open dilemma.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 You have many available soldiers and the inevitable loss of the opening door soldier is very certain, but be sure to see if this is the case, if you have a better idea,  as to how to do this with the initial options available Jan 1st : please let me [[ProspectOfIgnorance]] know via, the location on bottom by the other messages(?), I will try to find.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Ice Bridge as a protected throughway 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 By opening the door you have a very large advantage that will if you are ordered correctly guarantee you will lose in exact (1) X-COM Soldier-- regardless of Difficulty level(usually 1 - Max 5 Sectoids)&lt;br /&gt;
[[File:Ice Bridge as a protected throughway 3 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Once you open the door it is an open advantage that you can easily handle with the remaining soldiers and equipment if you have a good arc of fire located around the door, and you scout to the corners before entry.&lt;br /&gt;
&lt;br /&gt;
[[File:Series of fire vs Small Scout 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Clearly a profitable encounter, on the back of the Tank/ Rocket Launcher as an initial and unhandled effective threat to Sectoids in &#039;Plasma Pistol fleet&#039; set-up.&lt;br /&gt;
&lt;br /&gt;
[[File:Series of fire vs Small Scout 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 The score of the landed UFO-1&lt;br /&gt;
&lt;br /&gt;
[[File:UFO-1 Captured MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Laser War Premise ==&lt;br /&gt;
 Laser War Premise is my overall strategy idea concerning the theoretical boundaries between and across; (Gauss/Conventional) -&amp;gt; Laser =&amp;gt; Plasma war-frame budgeting from a build order and as a prepared statement level in an e-sports inspired direction or capacity of gameplay.&lt;br /&gt;
&lt;br /&gt;
 This concerns a greater overarching light and mass physics theory regarding expansive relief of : &#039;Static-Removal Simulation Theory&#039;&lt;br /&gt;
&lt;br /&gt;
== Laser War Part 1 : January - March (Early Game) ==&lt;br /&gt;
&lt;br /&gt;
 Consider an increasing full theme of early game techniques, to open into Laser Cannons etc. Here is the full list available as of today:&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
== Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
==============================================================================================&lt;br /&gt;
&lt;br /&gt;
 [[File:Conventional Terror - Mission 1 Turn 2 - Battlescape - Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This is an example of the direction you can go to showcase the initial advantages that the &#039;Conventional&#039; Weapons Arc is capable of producing in the early game as I see it.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Conventional Terror-Mission 1 Turn 2 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The idea is that you want to initially convert money into Workshops and Living Quarters in the hope that you can then move up into the tech need of 4 Laboratories (2 of which I am deciding to use in a separate location for this play through I am using my Pine Gap XSB Base) and FIRESTORM, LIGHTNING, and AVENGER advanced craft.&lt;br /&gt;
&lt;br /&gt;
Because the units on the ground are so advantaged by unit depth in the early game the SKYRANGER configuration:&lt;br /&gt;
&lt;br /&gt;
 14 Soldier&lt;br /&gt;
&lt;br /&gt;
is the most effective and useful for cost efficiency and construction cost in terms of time to research.&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 7th  Save File Tree==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 1st - Jan 7th Save Tree for Infantry First Mech-Laser Tank Strategy in X-COM UFO Defense.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Infantry First Mech-Laser Tank : Type 1 ==&lt;br /&gt;
== Thule AFB : Type 1 ==&lt;br /&gt;
[[File:Building Buy Type 1.PNG]]&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 2 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
&lt;br /&gt;
Large Radar Array (Building for 25 days) x 1 Cost Each : $800,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Sells:&lt;br /&gt;
 [[File:Sell - Type 1.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 8 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 11 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 1 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 26 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon ( Transfer in 24 Hours) x 6 Cost Each : $13,500&lt;br /&gt;
&lt;br /&gt;
AC-AP ( Transfer in 24 Hours) x 4 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
AC-HE ( Transfer in 24 Hours) x 14 Cost Each : $700&lt;br /&gt;
&lt;br /&gt;
AC-I ( Transfer in 24 Hours) x 1 Cost Each : $650&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 10 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher ( Transfer in 24 Hours) x 12 Cost Each : $4,000&lt;br /&gt;
&lt;br /&gt;
Small Rocket ( Transfer in 24 Hours) x 61 Cost Each : $600&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 2 of 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
Incendiary Rocket ( Transfer in 24 Hours) x 1 Cost Each : $1,200&lt;br /&gt;
&lt;br /&gt;
High Explosive ( Transfer in 24 Hours) x 11 Cost Each : $1,500&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade ( Transfer in 24 Hours) x 70 Cost Each : $150&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 31 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) ( Transfer in 24 Hours) x 42 Cost Each : $1,240&lt;br /&gt;
&lt;br /&gt;
 [[File:Maintenance Buy Type 1 - Part 3 of 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:1st Loadout.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER-1- 1st Loadout 1 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 8 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 3 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 6&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 8&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 3&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) x 1 | Space Used : 0&lt;br /&gt;
&lt;br /&gt;
Grenade x 5 | Space Used : 1&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 2 | Space Used : 1&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
 [[File:Research Type 1 - 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Research Type 1 - 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
10 Scientists | Medi-Kit | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 1st - Jan 7th ==&lt;br /&gt;
&lt;br /&gt;
There were no UFO units in the early game prior to Jan 5th except the Extra Small UFO --&lt;br /&gt;
&lt;br /&gt;
 I am of the opinion that the XS UFO is best left alone in the very first days of January in X-COM UFO Defense (1994)&lt;br /&gt;
&lt;br /&gt;
 The best you can do is shoot it down based on the speed it is traveling at when it presents on the map.&lt;br /&gt;
 &lt;br /&gt;
 If you shoot it down there will likely be a Battleship attack on your base prior to Jan 10th. Just leave it alone.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Because there was no contact I checked the graph and there was reason to believe there may be UFO activity in North Africa.&lt;br /&gt;
 &lt;br /&gt;
 The Aircraft in X-COM UFO Defense cost nothing to refuel, so manual scouting can be an edge in the very early game.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Scouting_into_North_Africa_-_Jan_5th.PNG]]&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 1st UFO - Landed&lt;br /&gt;
 Always try to tail the 1st 3 UFO smalls and they will be more likely to land, which is a better economy statement for you X-COM Company in January.&lt;br /&gt;
 &lt;br /&gt;
 I was using Cannons in this run. There is some exchange of fire before the landing, which I am unsure of how it effects the alien&#039;s scoring but I effect the reasoning that it makes the alien more likely to engage more heavily as an increasing weight-of-combat arc.&lt;br /&gt;
 &lt;br /&gt;
 The effectiveness of the Conventional class is much about overkill and avoiding overlapping fire in the initial encounter when moving outside of the SKYRANGER:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Rocket play UFO-3 January 7th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 When your units approach the craft, you want to drop the Rocket Launchers on the units that will breach the entry. You can potentially hazard 1 in the back behind the door to fire into the UFO in case of a large number of alien crew in a group (3 or more that will defeat the soldier that opens the door almost 100% of the time)&lt;br /&gt;
 &lt;br /&gt;
 I choose to use an alternating system of Rocket/Rifle Soldiers in terms of 2 types for item loadout: Both have a rifle - 1: 1 loaded Rocket Launcher and 1 Electro-flare, 2: 1 loaded Rocket launcher and 1 additional Rocket.&lt;br /&gt;
 &lt;br /&gt;
 This allows you to drop them on the field if you are breaching entry or if you run out of rockets via use.&lt;br /&gt;
 &lt;br /&gt;
 [[File:FInal_Approach_UFO-3_-_Jan_7th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:FInal Approach UFO-3 - Jan 7th top-down.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Additional Buildings January 7th:&lt;br /&gt;
 &lt;br /&gt;
 Workshop (Building for 32 days) x 1 Cost Each : $800,000&lt;br /&gt;
 Living Quarters (Building for 16 Days) x 1 Cost Each : $400,000&lt;br /&gt;
 &lt;br /&gt;
 [[FIle:Building_purchase_after_Selling_tech_from_UFO-3_Jan_7th.PNG]]&lt;br /&gt;
== Theory of Overlapping Bases ==&lt;br /&gt;
&lt;br /&gt;
 After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.&lt;br /&gt;
&lt;br /&gt;
 If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. &lt;br /&gt;
 &lt;br /&gt;
 It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.&lt;br /&gt;
&lt;br /&gt;
 The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). &lt;br /&gt;
 &lt;br /&gt;
 You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat AFB Base build on Jan 12th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 12th - Jan 21st Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 12th - UFO-5 Turn 4 Jan 21st.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
&lt;br /&gt;
== Jan 12th - Jan 21st ==&lt;br /&gt;
&lt;br /&gt;
[[File:Med-kit completedLaser Weapons Jan 17th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 On Jan 17th the first profit producing technology is researched: Medi-Kit.&lt;br /&gt;
&lt;br /&gt;
 you want to leverage the cost of such and some minor goods to produce a gain of 1 engineer per cycle, while leveraging the cost of the Medi-kit - ~$2,000. It was originally 1 Day 6 hours or more but moves steadily downward to minimal with theory max 250 engineers capable as a throughline-metagame in terms of macro in space efficiency.&lt;br /&gt;
&lt;br /&gt;
 When you are done with Medi-Kits you move up to Laser Pistols on Jan 17th.&lt;br /&gt;
[[File:Laser Pistols Jan 19th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Onward to Laser Rifles on Jan 19th.&lt;br /&gt;
== General Stores in Base 2 as an Economy Grouping ==&lt;br /&gt;
[[File:General Stores in Base 2 Jan 20th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Due to the unease of use in the mechanics at play in terms of the alien attacks in X-COM UFO Defense, I find the amount of money and stores that it takes to hold alien corpses all game in-substantive in terms of gameplay. The idea that you can make $594,000 per 4 hours at theory maximum 250 engineers makes it a user luxury if you see it that way. &lt;br /&gt;
&lt;br /&gt;
 I therefore as a user declare this to be the way I want to score my own rates easily in terms of speed and dynamic grouping.&lt;br /&gt;
&lt;br /&gt;
 There is also mention on the theory of reality in terms of W. Glenn Davis Interview, recorded interview in 11/19/1990(Nation Archive) in that there could have been movable units of alien corpses in Wright-PatAFB as a intermediate statement (in X-COM UFO Defense : Alien corpses are considered an item that is stored as any other in the general stores) into the holding of a greater principle based around need. I have a theory of a proton shower that in context could have been related to down-cycling of a step-wise gravity pump (and stasis object) as described by Stan Deyo, surrounding the compelling evidentiary story line about his working in Pine Gap or near there on UFO Simulators (See Bill Uhouse on UFO Simulators) but do not have compelling evidence in this theory to fall back upon, but it is greater in competency to see the proton shower ideation from a StarCraft BroodWar typic circumstance level from the aside of &#039;Plasma Fire&#039;. tbd if I make this interesting side story about StarCraft narrative theorizing a further topic of discussion in bleed-through.&lt;br /&gt;
------------------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------------------&lt;br /&gt;
 Please do not take this as anything more than a context argument in valid use of the topic consequence of science fiction as a divide and entertainment. These minor points are not valid truth or proof but my addition to the visitation of proof. To compel my play in a further forward competitive and contemplative meta-game of X-COM UFO Defense, not a search for proof nor recognition or confirmation surrounding said mentions prior.&lt;br /&gt;
&lt;br /&gt;
 [[File:Fall Back interceptor in Thule as an air argument Jan 21st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 I find that there is value in overshooting one of two moving ground based interceptors, and moving the second to intercept. Here I notice another one of the unmarked advantages of Thule AFB as a location statement in X-COM UFO Defense. &lt;br /&gt;
&lt;br /&gt;
 When you engage a UFO in the surrounding areas in the minor islands and parches near Thule AFB, you will find that it is greater than average, potentially overstandard that there will be land to fall on in a landed or crashed UFO. More than you might realize it is defended in X-COM UFO Defense via game logic.&lt;br /&gt;
&lt;br /&gt;
 [[File:Landing UFO-5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I eventually forced the UFO-5 to land but again there was an exchange of fire, Neither craft was discernibly effected and it landed to a SKYRANGER Mission. It helps to deploy your SKYRANGER directly against the UFO in intercept because they will not fire-in-the-lead on your SKYRANGER in this instance.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Conventional Spread Army in UFO-5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Saved Files show some interesting Conventional Weapons Soldier tactics and orientations and the reality of the misfiring danger in average use with lowly or untrained Soldiers(Rookie-Squaddie).&lt;br /&gt;
== Jan 21th - Jan 30th Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:UFO-5 Turn 5 Jan 21st.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
&lt;br /&gt;
== Jan 21st - Jan 30th ==&lt;br /&gt;
&lt;br /&gt;
 This Section is mostly Snapshot devices in BattleScape. This is the same in-game battle as the previous section for the most part in terms of X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Weird Geometric arguements UFO-5 Turn 5 Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 [[File:Sell Funds Jan 21st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The sold funds buy 2 Workshops&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || x 2 Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laboratory Jan 27th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Large Radar complete Jan 26th.&lt;br /&gt;
 &lt;br /&gt;
 Laboratory complete Jan 27th.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Living Quarters Jan 30th.PNG ]]&lt;br /&gt;
&lt;br /&gt;
 Not clearly pictured, but there is a new Living Quarters on Base 2 on Jan 30th.&lt;br /&gt;
&lt;br /&gt;
== Jan 30th - Feb 5th and Terror Mission Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 30th-Feb 4th Terror Mission Turn 2.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Jan 30th - Feb 5th and Terror Mission ==&lt;br /&gt;
 Theory of use with Use of Sale in Research and Multi-level Usage of Research Project Material feature&lt;br /&gt;
 &lt;br /&gt;
 [[File:Available Research vs Stores 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Available Research vs Stores 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 January End and Score update.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Funding Change January.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Cannon rounds were sent to Wright-Pat AFB for rearm of a 2 INTERCEPTOR via 3 Hangar response with cannons as an-anti-small craft setup for defense.&lt;br /&gt;
&lt;br /&gt;
 [[File:Laser Rifle Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Started Laser Rifles Feb 4th.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Opening Monument Covered Hangar-Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Added 1st step covered Hangar on Monument - needs to be surrounded by 1 square of other structure buildings to maintain security, despite connectedness to access-lift making it a 5 square weak point.  Isolated access entry via 1-square-connected access-lift is safer vs attacks but slower in 2 base especially if diffuse management of engineering assets is needed for Faster Alien Alloy Production.&lt;br /&gt;
&lt;br /&gt;
 Alien Alloys have a max worker budget per base at 100 Engineers Maximum per Base, so 2 Bases could both do 100, and you could produce at 200 at a time collectively, while 1 Base is capped at 100 even if there are theory maximum 250 engineers present.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Pine Gap-XSB Laboratory-Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Pine Gap is XSB in this instance, this is a Xenoscience Base -- which is flexible except a need for 2 Laboratory and 2 Living Quarters, as well as at least 1 General Stores. Set Down Living Quarters and Stores on Feb 1st. XSB is in this instance also a working intercept/covered light fighter housing in depth of all size minus 1 2-by-2 Hangar-sized comparison.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Start Producing Laser Pistols asap, During Terror Mission 1 Deployment - Feb 4th.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Throughout this timeframe Laser Pistol, Rifle, and Heavy become produced and your conventions shift to a step-stance between&lt;br /&gt;
&lt;br /&gt;
 (Conventional -&amp;gt; Laser)&lt;br /&gt;
&lt;br /&gt;
 [[File:Workshop Complete - Feb 2nd.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Another Workshop complete but lack of Workers means looking for UFO contact to intermittently finance Engineers pre-(Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-Pat Transfer 1-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Intermittently housing alien corpse in Wright-PatAFB continue until a tech pattern expansion and stores under-utilization in XSB used only for research.&lt;br /&gt;
&lt;br /&gt;
 [[File:Wright-Pat Transfer 2-of-2 Feb 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Feb 5th to March 5th and Laser Cannon Tech Complete Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Feb 4th Terror Mission Mission Turn 3-Feb 5th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Feb 5th - Feb 26th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Feb 26th-Laser Cannon Complete.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Feb 5th to March 5th and Laser Cannon Tech Complete ==&lt;br /&gt;
&lt;br /&gt;
 This is a long tactics section that highlights the topic circumstances and techniques-advantages of the Conventional Weapons Class in X-COM UFO Defense (1994) in the Terror Mission vs Floaters and in specific Reapers and Floaters as a joint-army type vs 14 X-COM Soldiers with no armor support.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Due to the disadvantages of 2-by-2 units such as Tanks(X-COM) and Reapers(Floater army) you have a very positive and potentially direct movement for any Soldier in 1-vs-all decision making in the early game as X-COM.&lt;br /&gt;
&lt;br /&gt;
 By use of the tech tree that is described you can make use of AC-HE and Small Rockets to clear partial alleyways into the embankment architecture with overly negatively-efficient means. This meaning that you have too much single firepower vs group motion of firepower, but it is spread in a dangerous direction due to the in-accuracy and need of movement of lowly or untrained staff (Rookie-Squaddie).&lt;br /&gt;
&lt;br /&gt;
== Paradox Movement in Partial Advantages of the Conventional arc (Rifle/AC-HE/Small Rocket), vs Laser arc(Alien Grenade/Laser Rifle/Laser Pistol and Tank/Laser Cannon) ==&lt;br /&gt;
&lt;br /&gt;
 To further describe this relationship, I present the following terms about Laser Weapons Class vs Conventional arc (Rifle/AC-HE/Small Rocket) and describe the opposite in such as disadvantages vs Laser Weapons Class continuously.&lt;br /&gt;
 &lt;br /&gt;
 Laser Cost Advantage: There is a single cost of use for any Laser Weapon as long as the weapon is not destroyed.&lt;br /&gt;
 Conventional Cost Disadvantages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The equipment (Auto-Cannon and AC-AP at cost, and AC-HE at cost as a single soldier -- or abstracted on entire arc as a single forward Soldier at distance to succeed) vs (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage). &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Conventional arc is in my approximation nearby but steadily standardly disadvantaged in terms of height vs Laser Weapons in this attitude(Range vs Point-shooting at hazard to X-COM person soldier). &lt;br /&gt;
 &lt;br /&gt;
 The advantages are thus that the single Conventional forward point-shooting soldier requires ongoing cost-in to succeed and is inaccurate but standardly similar in terms of energy usage vs destructible architecture and embankments via Range deconstruction vs Laser Range as a continuum-distance statement vs. and as X-COM opposed.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 In the following scene there is depiction of the forward group of 4 soldiers differently equipped encountering 3 alien units in a group, 2 Floaters in cover-in-distance pattern and obscured : and 1 &#039;Reaper&#039;(this is an unusual abstraction unit)Tank/Soldier threatening the group nearby broken house as a cover mechanic.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover in houses Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 As you see the covering soldier at the hallway edge is in the blast radius of a previous engagement of the &#039;Reaper&#039; and it was a single use of Small Rocket that killed the alien unit, and cleared a hallway into the house and surrounding area ( in one reaction vs Laser Weapons Class advantages in splitting-&amp;quot;Laser Fire&amp;quot; in Ranges vs Obstacles and alien units).&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Another mistake in design vs the type advantages of Laser Weapons, here you see that the unit in Movement Pointer(MP) has a Heavy Cannon. I introduce the idea that if you see an indistinct design you should abstract against all types it could be run with. In this situation that means:&lt;br /&gt;
&lt;br /&gt;
 HC-HE - High Explosive available in context range (4 max 3-by-3 stars in effect) which has a unit-distance 0 reaction-relationship in arming from aside and in-effect friendly shell misfires.&lt;br /&gt;
  &lt;br /&gt;
 HC-AP - point of attack high power slug. Use as a Tank/Cannon with extra potential mobility for soldier as a movable arm. It is like a super-rifle in arm standard and damage to environment (as a relationship with speed over time units).&lt;br /&gt;
&lt;br /&gt;
 Because of this you need to assume that all loaded HC ammo is HC-HE as a minor disadvantage from cross firing and intermittent obstacles as a mission cover concept with no tactical depth in &#039;scoring&#039; (in X-COM UFO Defense (1994)). &lt;br /&gt;
&lt;br /&gt;
 Assume the difference of Conventional(Visible 2 Rifles and 1 Heavy Cannon) vs a competent distance of Laser Weapons low-standard for 3 Soldier in term-of weight (2 Laser Rifles, 2 Laser Pistols).&lt;br /&gt;
 &lt;br /&gt;
 Imagine this alternate composition in place in 3 soldiers in screen vs &#039;Reaper&#039; unit. The Cups or cans in reticle is not a problem as an obstacle for Laser Pistol or Laser Rifle, Nand the walls are Rifle(type) and Heavy Cannon evident. HE-HC Auto-cannon would cause 1-3 casualties in misfire but careful use of 3 soldiers in Laser Range at low standard would make moving vs &#039;Reaper&#039; not useless but disadvantaged in most cover engagements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 1-of-2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The Soldier further away from the &#039;Reaper&#039; unit has a free shot out of structure without movement. Other 2 force-invalid Soldiers are forced overwatch on fallen back X-COM-negative arcs or cover-over-context.&lt;br /&gt;
 &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Top-Down 4X(X-COM Soldiers : Conventional) vs 3O(Floaters and Reaper)&lt;br /&gt;
 2 Menacing Floaters in obstruction and not safe range, one Reaper 2 by 2 near right-bottom.&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
&lt;br /&gt;
 [[File:Overhead Reset Reaper.PNG]]&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 The lead in attack is a rifle soldier that is powerful and effective vs (Floater Soldier).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 2-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Unit gets countered by depth of fire and lack of tactics in the advance position, vs inadequate armor in a type vs &#039;Plasma War&#039;.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Second side Reset Reaper Part 1 of 2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As X-COM Soldiers move outward of the 1-square infantry-movable open hallway, they can be initially prepared in terms of retreat after 3-4 loaded-(Rifle) shots, be them Snap Shot or Auto Shot vector grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 1-of-2.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 As the confront is a fallback-possible position to pull the moving defender into a crossing range of failing fire as a standard of retreat vs. angles in the open windows via position this (in X-COM UFO Defense (1994)).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Use of 1 square X-COM walkable doorways pre Laser Rifles part 2-of-2.PNG]] &lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Initially destructive as as a piecemeal advantaged-benefit to covered defended positions or groups of Conventional Soldiers(X-COM), you can see it is more direct and has less overall use than you will see in Laser Ranges as an outlay of Obstacle Destruction in a per-series count of destruction as a number or abstraction of base-value integers.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Save of Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 ``With lack of reasoning, point-shooting is a very negative behavior for your group and can discourage a simple-take quasi-crystal with non-regard as prepared failure vs magic.``&lt;br /&gt;
&lt;br /&gt;
 But you can see the Civilans will survive and mass in numbers because you have so much ground area between them and (Civilian) assumed &#039;waypoints&#039; based on calculation and correctness of game logic in values. (Civilian Faction in Red)&lt;br /&gt;
&lt;br /&gt;
 [[File:Cover in Terror Mission 1 Feb 4th.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------- &lt;br /&gt;
 Win and Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Terror Mission 1.PNG]]&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
----------------------------------------------------------------------------------&lt;br /&gt;
 Bought 19 Scientists: Feb 5th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Feb 5th.PNG]]&lt;br /&gt;
== Cannon Light Fighter Feb 6th : 2 INTERCEPTOR by 3 Hangars ==&lt;br /&gt;
&lt;br /&gt;
 Day 1 fastest Light Fighter - Feb 6th : Cannon&lt;br /&gt;
&lt;br /&gt;
 The good thing about Cannons is that it will scale about directly in an appropriate manner to the UFO Scout-superclass(Small Scout, Medium Scout, Very Small) in terms of damage to the craft vs Usable Cannon(x50) rounds per craft.&lt;br /&gt;
&lt;br /&gt;
(type)Cannons are not appropriate vs Medium UFO Class and above,&lt;br /&gt;
 in terms of 1-off 1-and-all air battles, in &#039;point battle&#039; as a simulation abstract-exclusive term:&lt;br /&gt;
&lt;br /&gt;
 of point battle warfare as a war-frame budget or type of war-frame warfare.&lt;br /&gt;
 &lt;br /&gt;
 [[File:1st Light fighter Feb 6th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Workshop : Feb 6th&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:6 Workshops placed - Feb 8th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Living Quarters(2) : Feb 21st&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Living Quarters x 2 || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Heavy Laser and 2 Living Quarters Feb 21st.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Heavy Laser Complete -&amp;gt; Laser Cannon : Feb 17th&lt;br /&gt;
 &lt;br /&gt;
 [[File:Heavy Laser Complete Feb 17.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
== Inventory of Thule AFB in Post-Research Reasoning ==&lt;br /&gt;
 It is interesting to consider that you do not need to use your scrapped or stolen Artifact post mission at Exit.&lt;br /&gt;
 &lt;br /&gt;
 With this idea of tamping down your inventory into holding uncertainty you reach-in-depth or provide depth-of-person-reasoning in depth.&lt;br /&gt;
 You can hold your idea of profitability vs. (the idea of start-up cost as a constant in terms of ) : use as tactics : in X-COM UFO Defense&lt;br /&gt;
&lt;br /&gt;
 You can then unitize the shear-logic upon the sidedness of your holding armies as - 14 Soldier : Conventional -&amp;gt; Laser &lt;br /&gt;
&lt;br /&gt;
 I will use Alloy and armor at cost if need be so I Will never (unless minor Engineer cost is evident to repair profit cycle in mid month) sell Alien Alloys or (Elerium 115) but I hold Plasma Rifle as an example of use and sale in perpendicular Weapons as Class : statements.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Inventory in Thule After Terror Mission 1 - Feb 5th.PNG]] &lt;br /&gt;
&lt;br /&gt;
 You start to hold more Laser Weapons as time goes on and less useable clips as the limiting factor leads sale of weapons over clips, and replacement with more dense Laser Class Weapons that only require 1 piece of equipment with no use of weight drop-off among n groups of 1 or greater Conventional -&amp;gt; Laser equipped X-COM Soldiers at abstraction vs indiscriminate and reducing range in depth : to reach to Lasers as a Standard or Range Politics as direction in/and vs. X-COM UFO Defense (1994).&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 [[File:Laser Transition from conventional.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 As you run out of HC-AP and HC-HE you should sell Heavy Cannons as the Laser Tanks are becoming evident on the next spectrum of step-usefulness pattern advance and engagement.&lt;br /&gt;
&lt;br /&gt;
 in addition you should hold the Rifles until you have no clips but do not have them in the SKYRANGER to allow for more Laser Rifles and Heavy Lasers in Inventory to overlap and reduce the usage of the concept of Small Rockets and AC-HE and AC-I over AC-AP.&lt;br /&gt;
 &lt;br /&gt;
 I am starting to realize that mass Smoke grenade as an outward concept of protruding warfare tactics in alien base assaults and Terror Missions and Medium Class UFOs and above, can be very powerful in ultimate reasoning of effectiveness over tag-fire as a continuum concept of academic logic expansion of various groups over a filling-random anti-player opponent(as X-COM with Smoke Grenades). It costs one turn to prime for &#039;0&#039; and reset it at your shoulder item slot. This will cover the point of attack with positional concealment, even if there are survivors -- at no cost to X-COM Health points as a metric of success.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Removing riles and Heavy Cannons for Laser Pistols Feb 9th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Engage UFO-6 and both craft INTERCEPTOR, UFO fight for minimal damage : Cannon &lt;br /&gt;
 UFO-6 Lands:&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO-6 - Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Landed Mission UFO-6&lt;br /&gt;
 [[File:UFO-6 Landed-Feb 7th.PNG]]&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
== Final Steps to Laser Cannon Technology and Approximate Scoring ==&lt;br /&gt;
 &lt;br /&gt;
 I made a minor user error in losing a Terror Mission and all the points associated but survived in a month (Superhuman is the only one I use and you need better than -500 to &#039;Survive&#039; the month in (boolean null standard territory of 0 or -1 when -3 will lose) you vs./via the game via (alien)minor changes on the game map globally, despite intermediate player-losses.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Feb Month Summary-lost Terror mission.PNG]]&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Placed Living Quarters(2) : March 1st&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Living Quarters x 2 || Cost $400,000 || Build time in days 16&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Thule AFB Base March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Update your Laser System as you produce engineering goods for profit over the period in time prior to Laser Cannon Research being complete in your play-through, despite date in game.&lt;br /&gt;
&lt;br /&gt;
 I added Heavy Rockets, and Heavy Laser in approximately the same timeframe of advancement. When you are moving away from Conventional Class weapoins and into Tank/Laser Cannons, this also means moving away from AC-HE by using Rocket Launchers around it at last stand of logic before transition to &#039;pure&#039; Laser Weapons Class. &lt;br /&gt;
&lt;br /&gt;
This, : in effect : continuously increasing weapon standard : requires a mixing of conventions to move equitably and not ever using AC-I but holding it, relates to overstaff as a training but not a budgeting-standard not a game(read game logic) mechanic. if there were night missions. I still do not have Motion Scanner, which is an early game advantage and mid-game -tech stable as your team transitions into lower counts of X-COM Soldiers in tune of Tank/Laser Cannon via &lt;br /&gt;
&lt;br /&gt;
 1 Tank/Laser Cannon , 10 Soldiers : Laser Weapons and Personal Armor &lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
 &lt;br /&gt;
 2 Tank/Laser Cannon , 6 Soldiers : Laser Weapons and Personal Armor&lt;br /&gt;
 &lt;br /&gt;
 Ultimately there is less of a choice in AVENGER(2 Tanks, 3 Tanks or 4 Tanks) in the mid-game and beyond as your range is in question to your liability in the game vs the use of it as a profit organism that required tech and &lt;br /&gt;
&lt;br /&gt;
 (Elerium 115 Secret plot device): Free Tanks/Workshop products as mentioned far above in tips -- see Light Fighters etc.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Update your Laser System March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Further advance in my Bases as 2 set Units moving up to the Top over time from Bottom as transposed/connected with Base 1 &#039;Thule AFB&#039; placing 4 Hangar for covering Light Fighters primarily in mid-game as a Single Air Command structure vs range and radar depth March 5th - &amp;gt; beyond&lt;br /&gt;
 &lt;br /&gt;
 [[File:Wright-PatAFB Base March 1st.PNG]]&lt;br /&gt;
&lt;br /&gt;
 LC Completed on March 2nd&lt;br /&gt;
 [[File:Laser Cannon at March 2nd.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 LC Deployed March 5th:&lt;br /&gt;
 Tech is next standard Question - When to advance&lt;br /&gt;
 &lt;br /&gt;
 [[File:Laser Cannon Tech Complete and open field - March 4th.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Mixed Conventional : 1 Tank/ Rocket Launcher and 10 Soldiers : Aggressive Tech Advance vs Sectoid ==&lt;br /&gt;
&lt;br /&gt;
== Initial Theory of Aggressive Tech Advance and Theory of Use ==&lt;br /&gt;
&lt;br /&gt;
 This build order variant is the most high technology leaning flavor of the 3 sub sets that are presented.&lt;br /&gt;
 &lt;br /&gt;
 These being - &lt;br /&gt;
 14 Soldier : 1 Tank/ Rocket Launcher and 10 Soldiers : 2 Tank/ Cannon and 6 Soldiers &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This is a technology race build in that you move into Laser Cannons after Researching the first alien technology that you can find. The build I go here initially involves Researching Plasma Pistol and Clip as well as Mind Probe early. You can then use the &#039;Free Tanks&#039; Engineering efficiency window to make these your primary profit producing goods for no material costs. &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This build will be more advantaged in the mid game and late game as a Technology-heavy option for the highest soldier preparation including Hovertanks/Flying suits and Blasterbombs. The curve the tech takes involves scouting for alien base early which relies on a good match with the race that you encounter first, with advantages in early high tech as a set-up at first take in January.&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 This orientation is the ideal set up for an early capture plan to rush into Sectoid Leader and Psionics in the early game before late April, and could be a quicker date-time based opening into advanced tech, than a more macro oriented strategy in terms of building Laboratories, Workshops( Or additional Hangars) as a step-up building plan for mid game.  &lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
 The main power of the build revolves around the use of the opening equipment(deemed Mixed Conventional) which is in effect Ac-AP and HC-AP primarily. This allows the need to make only very small purchases other than Tank/Rocket Launcher (x 2) which is a powerful, more highly efficient HWP than Tank/Cannon. On average the Rocket Tank is the best opening in terms of raw power, vs opening Plasma Pistol fleet Sectoid. The advance topic of high technology as the goal is also apparent in this build by use of an opening Large Radar Array, which is a net benefit in Artifact recovery rates and number of detected UFOs in the early game.&lt;br /&gt;
&lt;br /&gt;
== Thule AFB anti-Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Anti-Type 1MixedConventional 1Tank Rocket Launcher and 10 Soldiers-.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Thule AFB Type 1 ==&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Type 1MixedConventional 1 Tank Rocket Launcher and 10 Soldiers.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Large Radar Array ( Building for 25 days) x 1 : $800,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 2 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 20 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Tank/Rocket Launcher (Transfer in 96 hours) x 2 Cost : $480,000&lt;br /&gt;
&lt;br /&gt;
HWP Rockets(Transfer in 48 hours) x 30 Cost : $3,000&lt;br /&gt;
 &lt;br /&gt;
 [[File:Transfer Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 6 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 26 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER 1 item Loadout.PNG]]&lt;br /&gt;
 [[File:SKYRANGER1Loadout.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 1 Tank/Rocket Launcher and 10 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 5 | Pistol Clip x 5&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 11&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 8&lt;br /&gt;
&lt;br /&gt;
Heavy Cannon | HC-AP x 8 | HC-HE x 1&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 4&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
Stun Rod x 4&lt;br /&gt;
&lt;br /&gt;
Electro-flare x 6&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
 [[File:Stores MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]] &lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Base Information Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
 [[File:Research Medikits.PNG]]&lt;br /&gt;
30 Scientists | Laser Weapons | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 5th ==&lt;br /&gt;
 &lt;br /&gt;
 From my point of view in comparison, this mixed Conventional(Auto Cannon - AC-AP, Rocket Launcher, Heavy Cannon - HC-AP) loadout with Tank/Rocket Launcher, is the best inventory for the price, without advanced tactics related gameplay.&lt;br /&gt;
 &lt;br /&gt;
 It is most of what you would need in just the standard equipment and 1 Tank/ Rocket Launcher but I will buy 2 because it takes so much more time than you can afford in the early game to transfer them. The Standard Equipment Jan 1st in X-COM is the easiest to use, but not always best(for advanced tactics).&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 The use of Tank/Rocket Launcher is very efficient and effective in 1st strike opportunity vs &#039;Plasma Pistol fleet Sectoid&#039;.&lt;br /&gt;
 &lt;br /&gt;
 It eventually produces an overmatched strongside vs the alien lines when in effect, which relates to your effective tactics being overwhelming even vs larger groups of Sectoids in the early game (Superhuman Difficulty).&lt;br /&gt;
&lt;br /&gt;
 [[File:Open tactics as high-tech.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Difference in use of Rocket Launcher vs open or &#039;locked&#039; voxels at Range ==&lt;br /&gt;
&lt;br /&gt;
 You&#039;ll notice that if I point out that this was a direct hit on this Sectoid, the (actually really unlikely in my experience) 2-voxel wide bridge causes a weird field-of-fire inconsistency, where the number of squares effected move outwardly in multiple directions from a different pace based around the logic that only some blocks can be effected by explosion. I refer to the voxels this water case-state as &#039;locked&#039;&lt;br /&gt;
 &lt;br /&gt;
 The main effect is that the water does not have a cratered appearance and thus will not be effected by explosion in the same way as walkable path ground.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Rocket-tank as an overpower 1 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Rocket-tank as an overpower 2 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 You can see that the overall group of Soldiers is outpaced by the effective use of Tank/Rocket Launcher. If can aim correctly in lead, you can be almost sure of 1-2 kills per turn. If the Tank/ Rocket Launcher is a failure in the lead, the redundancy of group that made up the Soldiers contingent will use the overlap of the (available)Rocket Launcher that is a unit-item not attached as a HWP.&lt;br /&gt;
 &lt;br /&gt;
 You can see logistic and control issues using the unit-item Rocket Launcher as well as the Tank/Rocket Launcher in tandem terms of group dynamics as a &#039;Sensor&#039;.&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
[[File:Rocket-tank as an overpower 3 of 3.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
[[File:Concealment to cover advance for a one man straggler.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------&lt;br /&gt;
 Consider losses in this scenario or continuity in this nearby link below:&lt;br /&gt;
 See full explanation here -&amp;gt; [[Over-use of primes explosives and time-released devices as Soldier in X-COM UFO Defense]]&lt;br /&gt;
&lt;br /&gt;
== Jan 5th - Jan 8th ==&lt;br /&gt;
== [[Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points]] ==&lt;br /&gt;
 Consider in this nearby link below the idea of the Differences of Laser Ranges vs (Mixed)Conventional in Increment arcs and move-out potential in full explanation here -&amp;gt; [[Laser Ranges use of Sensors vs (Mixed)Conventional equipped X-COM Soldier in &#039;Increment Arcs&#039; stance between Midway Points]]&lt;br /&gt;
-------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 (top down for continuity)&lt;br /&gt;
  &lt;br /&gt;
 [[File:Mid-premise 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This in effect usage of Tank/ Rocket Launcher allows you as a player to use the advantages of geometric units to avoid the average need of maneuver under enemy reaction fire in coverage by average concept grouping.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Geometery 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The inside invasion tactics are overpowered by your numbers as a result relating to less tactics with the use of (Mixed)Conventional over other group types for X-COM Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Geometery 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Score Screen for UFO-2&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO Capture UFO-2.PNG]]&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
== Artifact Retrieval As removal from engineers in a Build Order Budget == &lt;br /&gt;
&lt;br /&gt;
 As you can see the effective use of the (Mixed)Conventional X-COM Soldier is more than you would need in terms of small UFO (Medium Scout), and is an effective route of removing the need for more profit making entities. As a statement this high tech build- goes in primarily one direction(-&amp;gt; Laboratories) and lacks depth before AVENGER in manufacturing.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Closing DIstance.PNG]]&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
 [[File:Building improvements at Jan 5th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 You can net 1.8 Million as a group but you can not relay the negative at this time vs your lack of knowledge vs the alien exercise and related concealment of base in location as a standard of concealment in abstract unit-1 depth terms.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Aftifact runs can be very effective UFO-1 1.8 Million.PNG]]&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Conventional and 2 Tank/Cannon 6 Soldiers Opening: Stable Alloy Infantry Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
== Conventional and 2 Tank/Cannon 6 Soldiers Opening: Stable Alloy Infantry Mech-Laser Tank ==&lt;br /&gt;
&lt;br /&gt;
 This is a build the leverages the cost advantages of using Rifles and Tank/Cannon without using upgrades in conventional besides HE and Smoke/Proximity Grenades, If you check the prices it is operationally cheaper in terms of survival-in-wear than the Tank/Rocket Launcher. &lt;br /&gt;
 &lt;br /&gt;
 The theory is to pick Alloy First and then Personal Armor if you lose your tanks as an opening advantage into Laser Cannon -&amp;gt; 2 SKYRANGER and then Unified at AVENGER(Laser Rifle Standard Soldiers and Tank/Laser Cannon)&lt;br /&gt;
&lt;br /&gt;
== Jan 1st - Jan 13th  Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Conventional and 2TankCannon 6 Soliers Opening Jan1st-Jan13th.zip]]&lt;br /&gt;
 [[File:Jan 13th Crash Site UFO-2.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Conventional and 2 Tank / Cannon 6 Soldiers Opening : Type 1 ==&lt;br /&gt;
== Thule AFB anti-Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Counter theory for theme building Radar anti-type Type 1 Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
== Thule AFB Type 1 ==&lt;br /&gt;
&lt;br /&gt;
 [[File:No Radar True Type 1 Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Building Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
General Stores ( Building for 10 days) x 1 Cost Each : $150,000&lt;br /&gt;
&lt;br /&gt;
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000&lt;br /&gt;
&lt;br /&gt;
Laboratory ( Building for 26 days) x 1 Cost Each : $750,000&lt;br /&gt;
&lt;br /&gt;
Hangar (Building for 25 days) x 1 Cost Each : $200,000&lt;br /&gt;
&lt;br /&gt;
Living Quarters (Building for 16 days) x 1 Cost Each : $400,000&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Sells:&lt;br /&gt;
 [[File:Type 1 Sell Jan 1st Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 Material Purchases:&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
Soldiers ( Transfer in 72 Hours) x 9 Cost Each : $40,000&lt;br /&gt;
&lt;br /&gt;
Scientist ( Transfer in 72 Hours) x 13 Cost Each : $60,000&lt;br /&gt;
&lt;br /&gt;
Tank/Cannon (Transfer in 96 hours) x 2 Cost : $420,000&lt;br /&gt;
&lt;br /&gt;
HWP Cannon Shells (Transfer in 48 hours) x 79 Cost : $200&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
Rifle ( Transfer in 24 Hours) x 4 Cost Each : $3,000&lt;br /&gt;
&lt;br /&gt;
Rifle Clip ( Transfer in 24 Hours) x 29 Cost Each : $200&lt;br /&gt;
&lt;br /&gt;
Stun Rod ( Transfer in 24 Hours) x 9 Cost Each : $1,260&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade ( Transfer in 24 Hours) x 6 Cost Each : $500&lt;br /&gt;
&lt;br /&gt;
Small Rocket ( Transfer in 24 Hours) x 5 Cost Each : $600&lt;br /&gt;
&lt;br /&gt;
Large Rocket ( Transfer in 24 Hours) x 1 Cost Each : $900&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
High Explosive ( Transfer in 24 Hours) x 40 Cost Each : $1,500&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade ( Transfer in 24 Hours) x 19 Cost Each : $150&lt;br /&gt;
&lt;br /&gt;
Grenade ( Transfer in 24 Hours) x 14 Cost Each : $300&lt;br /&gt;
&lt;br /&gt;
Electro-flare ( Transfer in 24 Hours) x 105 Cost Each : $60&lt;br /&gt;
&lt;br /&gt;
Cannon Rounds(x50) ( Transfer in 24 Hours) x 44 Cost Each : $1,240&lt;br /&gt;
&lt;br /&gt;
 [[File:Type 1 Maintainance Buy Conventional and 2 Tank Cannon 6 Soldiers Opening - Part 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Loadout of SKYRANGER after Transfers (Jan 5th)&lt;br /&gt;
 &lt;br /&gt;
 [[File:SKYRANGER Loadout Jan 5th - Items Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 [[File:SKYRANGER 1st Loadout Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 SKYRANGER-1 : 2 Tank/Cannon and 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
Pistol x 4 | Pistol Clip x 4&lt;br /&gt;
&lt;br /&gt;
Rifle x 8 | Rifle Clip x 20&lt;br /&gt;
&lt;br /&gt;
Auto-Cannon x 1 | AC-AP x 1&lt;br /&gt;
&lt;br /&gt;
Rocket Launcher x 1 | Small Rocket x 3 || Large Rocket x 1&lt;br /&gt;
&lt;br /&gt;
Grenade x 13&lt;br /&gt;
&lt;br /&gt;
Smoke Grenade x 5&lt;br /&gt;
&lt;br /&gt;
Proximity Grenade x 4&lt;br /&gt;
&lt;br /&gt;
High Explosive x 9&lt;br /&gt;
&lt;br /&gt;
Electro-flare x 6&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-1&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 INTERCEPTOR-2&lt;br /&gt;
&lt;br /&gt;
Weapon 1: CANNON&lt;br /&gt;
&lt;br /&gt;
Weapon 2: CANNON&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Stores:&lt;br /&gt;
&lt;br /&gt;
 See above or load file(too much legwork currently)&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Research:&lt;br /&gt;
&lt;br /&gt;
 [[File:Accidently Delayed Research Jan 3rd Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I delayed research projects until scientist arrived Jan 3rd(inadvertantly).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Base defense and Capture Defense in Detail Jan 5th Conventional and 2 Tank Cannon 6 Soldiers Opening.PNG]]&lt;br /&gt;
 There are also 11 more Soldiers to defend the 1st Base during SKYRANGER Missions&lt;br /&gt;
&lt;br /&gt;
23 Scientists | Laser Weapons | Unknown&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Engineering:&lt;br /&gt;
&lt;br /&gt;
10 Engineers | no work&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
== Jan 1st - Jan 13th ==&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
------------------------------------------------------------------------------------&lt;br /&gt;
 There was an initial delay in the use of researchers until Jan 3rd when the entire team arrived at (23 Scientists). I choose to use Laser Weapons at the first point but I think this may have been an over commitment t the 1 base version of the mid-game.&lt;br /&gt;
&lt;br /&gt;
I therefore purpose that the 2nd file anti-Type 1 above be used in theory with a Motion Scanner as 1st technology before Alloys -&amp;gt; Personal Armor due to displayed weakness (in Terror Mission 1).&lt;br /&gt;
&lt;br /&gt;
 [[File:Initial Orientation as a Prototypical Structure vs Plasma War Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
The disadvantages of the Class:&lt;br /&gt;
 &lt;br /&gt;
 2 Tank/Cannon : 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
is not apparent by the advantaged position of the entry vs the UFO (Medium Scout) positionally.&lt;br /&gt;
&lt;br /&gt;
 In times there is an advantage to using this smaller group but it can be much more time-intensive as a theoretical mission-type(Artifact Raid as Mission or control Maneuver) in that you revert to a profit model.&lt;br /&gt;
 &lt;br /&gt;
 Stockpile retrieval and disarming-engagements become the initial goal of use-cover to cover the area tangible for stockpiling person soldier Carriers vs heavy response of loitering alien units(Sectoid) and unit-companions(Cyberdisk) in Terror missions in particular.&lt;br /&gt;
 &lt;br /&gt;
 1&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 1 Jan 13th.PNG]]&lt;br /&gt;
 2&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 2 Jan 13th.PNG]]&lt;br /&gt;
 3&lt;br /&gt;
 [[File:2 part infantry motivation manuever - 3 Jan 13th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 With low scout patterns due to the use of tanks as a frontal process, you will gain a lot by grouping all 6 behind a tank and by obstacles, If you can not see them near the UFO : &lt;br /&gt;
&lt;br /&gt;
 It is much less likely they will have a free-shot Alien Grenade in window of your open units at maximum angle and range, as AI tends to dictate.&lt;br /&gt;
 &lt;br /&gt;
You can move in pattern behind both tanks as the inital non-effect movement of the Sectoid fleet setup is more plasma pistols but not in depth of range and reason. They use them as a defended harass type without reason of outward cause. One one or two will pick at your weaknesses with 1-2 per turn Plasma Pistols. &lt;br /&gt;
&lt;br /&gt;
This is the weakest use of Plasma Pistols and shows a hardware checkpoint in terms of depth to the player. Tank/Cannons are able to hold 6-10 shots vs Plasma Pistol in this orientation due to (type)(Alloy or pseudo Alloy Armor)&lt;br /&gt;
&lt;br /&gt;
 In this use of cover as a tactic of containment, you want 3 moving units to breach the door for the UFO (Medium Scout). You will see the main disadvantage to using &lt;br /&gt;
&lt;br /&gt;
 2 Tank/Cannon and 6 Soldiers&lt;br /&gt;
&lt;br /&gt;
 is the Capture of the interior craft : UFO Craft Represented as an Interior Battleground :&lt;br /&gt;
&lt;br /&gt;
 So you need to drop the only Rocket Launcher to cover the 3rd man with 2-by-2 defense of the outside of the UFO(1st use of this is important as in this build you do not have to build or buy them, but I would not sell the ones you get at Jan 1st.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Dropped Rocket Launcher Jan 13th.PNG]]&lt;br /&gt;
== Unit groups as &#039;Sensors&#039; in Arbitrating distance-in-group vs Mass in Depth ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Boundary Theory: UFOs represented as an Interior Battleground ==&lt;br /&gt;
== [[Theory of Small Craft represented as an Interior Battleground]] ==&lt;br /&gt;
&lt;br /&gt;
 entire theory here -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
== Jan 13st - Feb 20th  Save File Tree ==&lt;br /&gt;
&lt;br /&gt;
 I put a bunch of files in one section because the screenshots became confusing to organize over saves.&lt;br /&gt;
&lt;br /&gt;
 Here is the save data for the point in time that is depicted in this tutorial: &lt;br /&gt;
&lt;br /&gt;
 [[File:Jan 13th Crash Site UFO-2 Continued -Jan 24th Terror Mission.zip]]&lt;br /&gt;
 [[File:Jan 24th Terror Mission Continued.zip]]&lt;br /&gt;
 [[File:Jan 24th Terror Mission Continued part 2.zip]]&lt;br /&gt;
 [[File:Jan 26th - Jan 28th.zip]]&lt;br /&gt;
 [[File:Jan 28th - Feb 20th.zip]]&lt;br /&gt;
 [[File:Feb 20th - Laser Cannon Feb 24th.zip]]&lt;br /&gt;
 &lt;br /&gt;
 As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.&lt;br /&gt;
== Jan 13st - Feb 20th Laser Cannon Complete ==&lt;br /&gt;
== Recovered UFO-1 Jan 13th - Jan 17th ==&lt;br /&gt;
Purchased : &lt;br /&gt;
&lt;br /&gt;
 Living Quarters || Cost $400,000 || x 3 Build time in days 16&lt;br /&gt;
&lt;br /&gt;
 in Selling all of the alien Artifacts(except mostly all clips in size (Plasma Pistol-Plasma Rifle | Stun Bomb)&lt;br /&gt;
&lt;br /&gt;
 enough money for a Living Quarters expansion, note the Extra hangar, this is for an ultimate movement into &lt;br /&gt;
&lt;br /&gt;
 2 SKYRANGER(s)&lt;br /&gt;
 2 Tanks/Laser Cannon and 6 Soldiers : Personal Armor, Laser Weapons and Alien Grenade/Motion Scanner&lt;br /&gt;
&lt;br /&gt;
 As a series expansion of mass as a larger Infantry concept as a work-up to a unity environment when AVENGER is completed in 3 and 4 Tank AVENGER loadouts -&amp;gt; Power Armor as a standard of late-game need.&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Living Quarters after Sale Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 UFO Score Screen, no Elerium because shot down by INTERCEPTOR : Cannon&lt;br /&gt;
 &lt;br /&gt;
 [[File:No Elerium UFO Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Essential Technologies at this Juncture Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Moving out of Motion Scanner in terms of Technology need into Alloy and Personal Armor Jan 13th ==&lt;br /&gt;
 == Moving out of Motion Scanner in terms of Technology need into Alloy and Personal Armor Jan 13th ==&lt;br /&gt;
 &lt;br /&gt;
 Squad Armor also called &#039;Personal Armor&#039; (even in misstep) is the main advantage of cheaper : Rifle and Tank/Cannon Squads in SKYRANGER as terms of &#039;Tank First Heavy Infantry&#039; follow-up tech patterns into AVENGER Class advance in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Squad armor is the main advantage of this set up earlier than Laser Weapons Jan 13th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Scientists at Jan 17th.PNG]]&lt;br /&gt;
== Jan 17th - Terror Mission(1) ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Finished the Alien Containment in the days before the 1st Terror Mission I engage, I avoided one accidentally, because of the X-COM UFO Defense game bug that relates to the reload of your status causing some issue if you do not reload your program at some point in that it will :&lt;br /&gt;
 &lt;br /&gt;
 1: Blink Nation Boundaries&lt;br /&gt;
 2: Lock the selected Speed after certain clicks&lt;br /&gt;
&lt;br /&gt;
 So I just reload the game it is seems to clear init(for some reason_)&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 The theory of Conventional (Rifle/HE) Squads in 2 Tanks and 6 Soldiers SKYRANGER is tested here :&lt;br /&gt;
&lt;br /&gt;
 I do not think it has the initial firepower advantages needed, in (Sectoid-Cyberdisk) Terror Missions and I think the average upgrade to Auto-Cannon as a 5-6 man standard could be ultimately necessary.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Alien COntainment Jan 19th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 [[File:Tanks 1 Terror Mission 1.PNG]]&lt;br /&gt;
 At initial, the Tank/Cannon(s) can clear and are at advantages in terms of range and armor in lit areas(even at night).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Tanks 2 Opening push out of SKYRANGER Terror 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I open up concealment with Smoke Grenade in the area opened by an initial tank area decided round 1. The tanks are effective vs multiple Sectoids in response to lack of security and load bearing relationship loss in an early loss of Soldier as a Carry-Operable person soldier in :&lt;br /&gt;
&lt;br /&gt;
 2 Tank/Cannon and 6 Soldier Conventional(Rifle/HE)&lt;br /&gt;
&lt;br /&gt;
 [[File:TANKSC~1.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 [[File:TANKSC~2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Small Soldier grouping Disadvantages in Terror Mission after Loss-of-Effect ==&lt;br /&gt;
&lt;br /&gt;
 After partial clearing (3 Sectoids Killed) by the Tank/Cannon with no losses, you can feel partially safe in the area, when moving down your 6 man team of X-COM Soldiers, They encountered a single Sectoid and made an effective shot in use of Rocket Launcher(no Additional use present) but in the turn after lost a man who was exposed with no vision of afar, leading down to 2 Tank/Cannon and 5 Soldiers.&lt;br /&gt;
&lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 1 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 2 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The true negatives of the need of this 6th Soldier as a Utility Weapon user become apparent as the 5 man squad cannot recover in advance of encumbered Tank/Cannons in relative position of broken architecture, that limits vision of afar vs unseen Cyberdisk.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 3 of 4.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Coverage as Concealment as a negative with less than 5 Soldiers 4 of 4.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Partial Recover as a mid-path Disadvantage in Tactics via Terror Mission : 2 Tanks 5 Soldiers Conventional(Rifle/HE) ==&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 1 of 3.PNG]] &lt;br /&gt;
 &lt;br /&gt;
 The pictured 5 Soldier squad has an opportunity to make equipment changes of carry (alien)Artifacts into the SKYRANGER as an area technique of lessened risk via (Carrier efficiency vs. scouting) as a tactic of sustained advantage in X-COM UFO Defense.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 2 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 The main issue is the advancing broken Tank/Cannon line becomes engaged in further attacks and lack decision-making vs firepower in opportunity. &lt;br /&gt;
 &lt;br /&gt;
 The idea that the units are not capable of encountering the human-made obstacles is apparent in the need for &#039;Laser War&#039; as an arc setting of lack vs post-tested Technology in (Laser Rifle and Tank/Laser Cannon)&lt;br /&gt;
 &lt;br /&gt;
 [[File:Average Cover in Depth 3 of 3.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 &lt;br /&gt;
 Losing a tank dramatically changes the strategy and thinking of the group. Forced failure in 1 Tank and 5 Soldier Combat Setting :&lt;br /&gt;
 &lt;br /&gt;
 [[File:1 Tank Lost 5 Man.PNG]]&lt;br /&gt;
== HE Use as a misstep and Failure to Respond to Loss of Tank/Cannon concerning Ground-clearing as a Directive of Survival ==&lt;br /&gt;
 &lt;br /&gt;
 User Error as a Tactician is apparent in use of the HE as a cover-clearing option and can be used at throwing range. The most important near valid negative, in terms of perfect use by an experienced used (with no add ons or covering mods of some kind in UI) is: &lt;br /&gt;
 the effect of the shell of effect per use of Explosive in terms of X-COM UFO Defense (1994) exampled in HE, Grenade, Alien Grenade is effected by material status and of surrounding obstacles of given game standard in terms of hardness. (I.e. plasma wall vs human wall, chair vs wall vs window and etc.)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire.PNG]]&lt;br /&gt;
&lt;br /&gt;
 I was off by 2 Iso units to save my use soldier, but there was a valid opening created in terms of team value at range vs (Sectoid-Cyberdisk)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire 2 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 This additional encumbers the Tank/Cannon due to loss of strength in context of Obstacle clearing need in Conventional(Rifle/HE)&lt;br /&gt;
 &lt;br /&gt;
 [[File:HE Misfire +1 turn.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Tank Constriction in Range Setting ==&lt;br /&gt;
 &lt;br /&gt;
 Tank/Cannon is additionally disadvantaged as time goes on without Laser Weapons(Laser Rifle-Heavy Laser and Tank/Laser Cannon) for range clearing and necessitates the need of &#039;Laser War&#039; as an arc of Technology in X-COM UFO Defense (1994).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Cover Clearing Vs Sectoid 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Cover-over Fire of the Rifle on top of Tank/Cannon is one of the main disadvantages of (Rifle/HE) as a Class set-up vs Laser Rifle as a 1 item-unit Inventory&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 1 of 2.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:X-COM Conventional Rifle vs Tank Cannon 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
-------------------------------------------------------------------------------------------------- &lt;br /&gt;
 This Tank Disadvantage leads to further loss and a forced fighting position against a Sectoid group behind a window a broken wall&lt;br /&gt;
 &lt;br /&gt;
 (there is a weird inefficiency vs person soldiers behind &#039;double-slit-window&#039; tile of wall in this terror mission texture set: I do not trust Einstein... but I think it was Thomas Young 1802 according to &#039;https://en.wikipedia.org/wiki/Double-slit_experiment&#039;)&lt;br /&gt;
== Broken Walls as a defeat for Conventional(Rifle/HE) Soldiers as Comparison ==&lt;br /&gt;
 [[File:2 Man risk and retreat 1 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Full failure of edge in attack.&lt;br /&gt;
 &lt;br /&gt;
 [[File:2 Man risk and retreat 2 of 2.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 You could go so far as to say human-made walls and building Sprites have a direct advantage over Conventional(Rifle/HE) Soldier in direct reduction of effect as boundary to survival.&lt;br /&gt;
 &lt;br /&gt;
 [[File:3 Man Risk Terror 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 1 Soldier lost in retreat to escape with SKYRANGER to no advantages except minor score and potential of surviving Soldier.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Last Ditch to retreat at a loss.PNG ]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 Lost Terror Mission Score:&lt;br /&gt;
 &lt;br /&gt;
 [[File:Failed Terror Mission.PNG]]&lt;br /&gt;
== Jan 21st- Late January and Personal Armor ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 General Stores complete on Jan 21st&lt;br /&gt;
 &lt;br /&gt;
 [[File:General Stores Complete Jan 21st.PNG]]&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Laboratory complete Jan 27th&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 [[File:Laboroatory Complete 27th Jan.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 Living Quarters complete on Jan 29th&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Living Quarters Jan 29th.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Personal Armor completed at Feb 1st ==&lt;br /&gt;
 &lt;br /&gt;
 I lost 2 Tank/Cannons and did not buy any more, so this covered Soldier model of using Personal Armor is an advance of weakness toward the point of view that there is a goal to use your stable Alien Alloy in &#039;Free Tanks&#039; Engineering bug to produce 1 at a time as many as possible while advancing Research up to Laser Cannon.&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Personal Armor.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor First on Feb 1.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Failure as an option and turn to 12 Soldier (mixed)Conventional AP as a response to lost tanks in lowly or untrained(Rookie-Squaddie) X-COM Soldiers ==&lt;br /&gt;
&lt;br /&gt;
 Due to a lack of available force I was forced into a Soldier transition that used all of my available Conventional Class weapons including Pistol and HE.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You can see how covered it looks vs a Medium Scout in terms of available context vs alien. Remember this as a repair step with Tank/Cannon as on opening in January - early February. 12 Soldiers is a very strong and almost overpowered around vs &#039;Plasma Pistol&#039; fleet Sectoid and remains effective and profitable until Medium UFO Craft size(usually in month 3 (March) as a standard).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
 There is more to talk about here in terms of the programatic portrayal of the terrain options and how to engage with Tanks vs./or Infantry in mass. But will forgo analysis this here-  &lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 3.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Relatable subset-squares of familiar terrain series blocks example.&lt;br /&gt;
 &lt;br /&gt;
 [[File:FOrmations 4.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Basic overpower and overthrow as 12 Soldiers even after unprofitable loss of 2 Tanks and 5 Soldiers in lost Terror Mission 1.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Formations 5.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 UFO Capture Score Screen&lt;br /&gt;
 &lt;br /&gt;
 [[File:Capture.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Options Above in Group Thinking with Overly Positive Unit-relationship vs Plasma Pistol &#039;fleet&#039; Sectoid ==&lt;br /&gt;
&lt;br /&gt;
 Built 2 more workshops and numerous engineers for transition into Laser War and 2 SKYRANGER into AVENGER in Midgame.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Workshop || Cost $800,000 || x 2 Build time in days 32&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
 [[File:Workshops and 5 Engineers Feb 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
 You basically had many advantages vs Medium Scout so moving up to Laser Pistol is all Positive in terms of Profit and Survivability : which is helpful in mid game as you hold experienced Staff for Cydonia in late game. &lt;br /&gt;
&lt;br /&gt;
 [[File:Science on a house level.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Up The Laser Weapons Tree After Personal Armor.PNG]]&lt;br /&gt;
&lt;br /&gt;
 Worthwhile sale of Artifacts after Medium UFO Capture - holding only Stun Bomb as the build becomes more narrowly specific to need in March and beyond and overall depth of &#039;Laser War&#039; Technologies increases.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Selling Artifacts after UFO Mission.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
== Theory of Armor Expansion in a system vs. and opposed in terms Personal Armor as a subtype variable vs Guardian G.I. and Unarmoured X-COM Soldier as G.I. as a unit comparison ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Complete Theory here to reduce clutter -&amp;gt; [duplicate]&lt;br /&gt;
&lt;br /&gt;
 Personal Armor is really quite useful all game and is an effective investment vs all types of person soldier and tank soldier Aliens.&lt;br /&gt;
 &lt;br /&gt;
 You can see it like an embankment battlefield architecture much like the Tank/Cannon depicted colloquially as moving embankments.&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 They shift in mass and are best in front line fighters in case X-COM Soldiers.&lt;br /&gt;
 Notice that when a unit wears the Personal Armor the look the same from the game view --but not the inventory screen-- as a brown haired orangish tan, maybe caucasian man depicted from there on as an abstraction of basic armored soldier.&lt;br /&gt;
&lt;br /&gt;
 They typically can survive 1 shot at least of Plasma Weapons as an indeterminate Class(in terms of Fog-of-War obfuscation).&lt;br /&gt;
 &lt;br /&gt;
 [[File:Personal Armor as a armor type Feb 20th 2 of 2.PNG]]&lt;br /&gt;
&lt;br /&gt;
== End of Cycle - Complete Laser Cannon - and subset approximate Scoring Feb 24th ==&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 &lt;br /&gt;
 After the Mission and completion of the Laser Cannon Research, I moved on to UFO Power Source as a move into AVENGER via UFO Construction and Flying Suits. The Goal is to use 2 SKYRANGER(s) as a gap until AVENGER when you use all the units from both in 1 deployment step from then on for cost at Elerium 115.&lt;br /&gt;
 &lt;br /&gt;
 [[File:UFO Power Source - Laser Cannon Completed.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 LC Completed on Feb 24th&lt;br /&gt;
 [[File:Laser Cannon at March 2nd.PNG]]&lt;br /&gt;
 &lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
 Full subset-build point in time snapshot at Feb 24th below: &lt;br /&gt;
&lt;br /&gt;
 [[File:Thule AFB at point of completion of Laser Cannon.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Stores at time of Laser Cannon.PNG]]&lt;br /&gt;
 &lt;br /&gt;
 [[File:Base information at time of Laser Cannon.PNG]]&lt;br /&gt;
--------------------------------------------------------------------------------------------------&lt;br /&gt;
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--------------------------------------------------------------------------------------------------&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121339</id>
		<title>User:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Magic9mushroom&amp;diff=121339"/>
		<updated>2025-03-29T10:15:33Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi.&lt;br /&gt;
&lt;br /&gt;
1) It&#039;s a pun on my interest in fantasy novels and fungi. I don&#039;t use, sell or possess hallucinogenic drugs (though I do think they should be legalised).&lt;br /&gt;
&lt;br /&gt;
2) I tend to be a [https://en.wikipedia.org/wiki/Wikipedia:WikiOgre WikiOgre]. Don&#039;t be surprised if you wake up one day and the &amp;quot;Recent changes&amp;quot; list is all me.&lt;br /&gt;
&lt;br /&gt;
3) I now have admin permissions. Give me a yell if you want something done that requires those permissions (most obviously deleting pages).&lt;br /&gt;
&lt;br /&gt;
==Accomplishments==&lt;br /&gt;
Comma indicates same run. Semicolon separates runs. All are without exploits, except Research Rollover (which is hard to avoid).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO: Enemy Unknown:&#039;&#039;&#039; Superhuman, Iron Man, no Psi-Amps, June 1 Cydonia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror from the Deep:&#039;&#039;&#039; Superhuman, Iron Man.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Com: Apocalypse:&#039;&#039;&#039; Superhuman, Iron Man, no Toxigun, no infiltration graph.&lt;br /&gt;
&lt;br /&gt;
==Battleship Farming==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure whether this deserves its own page, so I&#039;m putting it here.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a little trick I discovered to obtain huge amounts of money and points and fair amounts of Elerium in UFO (it should also work in TFTD but Leviathans and Bombardment Shields are much harder to obtain).&lt;br /&gt;
You will need: 1 or more [[Avenger]]s, [[Plasma Beam]]s, [[Fusion Ball Defences]], [[Grav Shield]], [[Hyper-Wave Decoder]].&lt;br /&gt;
&lt;br /&gt;
How to execute:&lt;br /&gt;
&lt;br /&gt;
1) Intercept lots of UFOs. You were doing that anyway, right?&lt;br /&gt;
&lt;br /&gt;
2) When scouts start appearing with the mission (obtained via Hyper-Wave Decoder) of &amp;quot;Alien Retaliation&amp;quot;, leave them alone.&lt;br /&gt;
&lt;br /&gt;
3) Build six or more Fusion Ball Defences and a Grav Shield. Don&#039;t build a Mind Shield at the base that you&#039;re using for this trick.&lt;br /&gt;
&lt;br /&gt;
4) When Battleships start appearing, shoot them down and recover them with Avengers.&lt;br /&gt;
&lt;br /&gt;
5) Enjoy your points (likely just shy of 1000), money (2 million or more), and Elerium ([[UFO_Crash_Recovery#Power_Source_Explosions_and_Elerium_Recovery|around 50]])!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The reason I call this a &amp;quot;trick&amp;quot; is that it&#039;s a way to generate artificially high UFO numbers in order to give you something to shoot at. Alien Retaliation missions that have found your base will not ever end until a Base Defence mission is forced - they will not end on Battleship interception and they will not end if the Battleship is destroyed by your base defences. Here, the Battleships will be turned into confetti by your defences even if they are not intercepted (12 shots of Fusion Balls vs. 3 required to kill it gives 0.0009% odds of making it through - less than 1 in 100,000 will survive), so you&#039;re guaranteed a constant and plentiful supply (this is necessary because Avengers are usually damaged by fighting Battleships and as such all of them might still be damaged when a new Battleship appears). It&#039;s probably a good idea to keep a lot of Avengers in the base if you want to keep this up for a while, since a single Avenger will be in repairs for almost a month after destroying a Battleship (remember to transfer the crews to undamaged ones).&lt;br /&gt;
&lt;br /&gt;
I find this to be a valid alternative to waylaying Supply Ships for Elerium (allowing the prompt destruction of the associated bases). By the time you have Avengers and Fusion Ball Defences, money and points are largely irrelevant, though it can still be fun to see five-digit scores at the end of a month.&lt;br /&gt;
: Good trick. It highlights the fact that Retaliation mission logic is dumb and inflexible, which is a design flaw. Also that Battleships are too weak (I made some suggestions on my Talk page for making them tougher )&lt;br /&gt;
: Would you add this to the [[Exploits]] section do you think?  [[User:Spike|Spike]] 20:25, 11 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s a much more minor exploit than most of the ones on that page. Supply Ship piracy is just as exploitative, it&#039;s just better known. Where would it go, anyway? [[User:Magic9mushroom|Magic9mushroom]] 01:53, 12 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==My UFO Masterplan==&lt;br /&gt;
&lt;br /&gt;
Figured I might as well post it. Feel free to criticise.&lt;br /&gt;
&lt;br /&gt;
Initial base goes in Europe (Czechoslovakia). I immediately build a second in the USA (around North Dakota). Layout of the second base (and all later bases) follows:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|dirt|dirt|hangar1|hangar2|lift|=&lt;br /&gt;
|dirt|dirt|dirt|hangar3|hangar4|large_radar|=}}&lt;br /&gt;
(The Living Quarters obviously have to wait for the General Stores to complete.)&lt;br /&gt;
&lt;br /&gt;
Note a few things about this design:&lt;br /&gt;
&lt;br /&gt;
1) The key facilities for an interception base (hangar, radar, general stores) are all available to construct immediately, with no delay.&lt;br /&gt;
&lt;br /&gt;
2) This base design supports perfect base defence - a single choke point between alien spawns and X-Com spawns, and all firefights in indestructible modules - though it may not, at first, appear so. See, the Base Disjoint Bug blocks the Hangar/Large Radar, Large Radar/Access Lift, and Access Lift/General Stores doors, so the only route the aliens can take is through the door between the Hangar and Living Quarters.&lt;br /&gt;
&lt;br /&gt;
3) A design like this has fewer squares left empty than a normal base supporting perfect defence. When fully decked-out, it looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|fusion|fusion|grav|fusion|quarters|workshop|=&lt;br /&gt;
|fusion|fusion|psi|workshop|quarters|workshop|=&lt;br /&gt;
|fusion|workshop|quarters|quarters|stores|stores|=&lt;br /&gt;
|fusion|dirt|dirt|dirt|quarters|stores|=&lt;br /&gt;
|dirt|hangar1|hangar2|hangar1|hangar2|lift|=&lt;br /&gt;
|workshop|hangar3|hangar4|hangar3|hangar4|hyperwave|=}}&lt;br /&gt;
Note that only 4 squares are left empty, but there&#039;s still a single choke point. You can&#039;t do that for 2 hangars without using the BDB (a similar design has only 2 squares left empty for a single hangar, but then you risk the aliens overflowing their spawn points).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initial base gets overhauled with a second hangar up top replacing the two at the bottom and living quarters moved out of where it is. I also immediately build Alien Containment and a Large Radar there. Initial Skyranger load is 10 soldiers, one tank, using the weapons you start with (preference for those with autofire). Interceptors are immediately upgraded to twin Avalanche loadouts. Build laser weapons as they&#039;re researched. &lt;br /&gt;
&lt;br /&gt;
I transfer one Interceptor to my US base as soon as the hangars and large radar complete. As soon as I get a significant cash injection I build a third base in SE Asia (central China) with the same starting layout and a third Interceptor. After that cash goes into setting up a two-lab or three-lab research station so I can start crunching through the tech tree. Then three more bases in Africa, South America and Australia.&lt;br /&gt;
&lt;br /&gt;
Final layout of the starting base looks something like this:&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|mind|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|psi|=&lt;br /&gt;
|dirt|dirt|lift|dirt|psi|hyperwave|=&lt;br /&gt;
|quarters|stores|stores|lab|workshop|containment|=&lt;br /&gt;
|quarters|stores|quarters|quarters|lab|lab|=&lt;br /&gt;
|psi|quarters|quarters|psi|psi|psi|=}}&lt;br /&gt;
Since it&#039;s best to use a single research base, and the starting base already has a lab, that&#039;s kinda a no-brainer. Note the six Psi-Labs, placed so that they can be constructed simultaneously once researched - this is to expedite psi-screening, which is usually the limiting factor in how fast you can get to Cydonia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My research order is something along these lines:&lt;br /&gt;
&lt;br /&gt;
Laser Weapons&lt;br /&gt;
&lt;br /&gt;
Laser Pistol&lt;br /&gt;
&lt;br /&gt;
Laser Rifle&lt;br /&gt;
&lt;br /&gt;
Mind Probe&lt;br /&gt;
&lt;br /&gt;
Small Launcher*&lt;br /&gt;
&lt;br /&gt;
Stun Bomb*&lt;br /&gt;
&lt;br /&gt;
(Alien Navigator)&lt;br /&gt;
-&amp;gt;Hyper-Wave Decoder&lt;br /&gt;
&lt;br /&gt;
(Sectoid Leader)&lt;br /&gt;
-&amp;gt;Psionic Laboratory&lt;br /&gt;
&lt;br /&gt;
Alien Alloys&lt;br /&gt;
&lt;br /&gt;
Personal Armour&lt;br /&gt;
&lt;br /&gt;
Medi-Kit&lt;br /&gt;
&lt;br /&gt;
UFO Power Source&lt;br /&gt;
&lt;br /&gt;
Elerium-115&lt;br /&gt;
&lt;br /&gt;
Power Suit&lt;br /&gt;
&lt;br /&gt;
UFO Navigation&lt;br /&gt;
&lt;br /&gt;
Flying Suit&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma Clip&lt;br /&gt;
&lt;br /&gt;
Plasma Cannon&lt;br /&gt;
&lt;br /&gt;
Psi-Amp&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
&lt;br /&gt;
Laser Cannon&lt;br /&gt;
&lt;br /&gt;
UFO Construction&lt;br /&gt;
&lt;br /&gt;
New Fighter Craft&lt;br /&gt;
&lt;br /&gt;
New Fighter/Transporter&lt;br /&gt;
&lt;br /&gt;
Ultimate Craft&lt;br /&gt;
&lt;br /&gt;
Blaster Launcher&lt;br /&gt;
&lt;br /&gt;
Blaster Bomb&lt;br /&gt;
&lt;br /&gt;
Alien Origins&lt;br /&gt;
&lt;br /&gt;
(Alien Leader)&lt;br /&gt;
-&amp;gt;The Martian Solution&lt;br /&gt;
&lt;br /&gt;
(Alien Commander)&lt;br /&gt;
-&amp;gt;Cydonia or Bust&lt;br /&gt;
&lt;br /&gt;
Filling out the rest of the UFOpaedia entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* These are skipped if/when I manage to nab both required aliens with Stun Rods.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
() Obviously aliens can&#039;t be researched until they&#039;re captured, so these may be delayed.&lt;br /&gt;
&lt;br /&gt;
Note the extreme beeline for Hyper-Wave Decoders and Psi-Labs. Hyper Wave Decoders are absolute gold. Psi-Labs have to be gotten as soon as possible thanks to the long lead time from their discovery to actually getting Psi.&lt;br /&gt;
&lt;br /&gt;
==TFTD weapon effectiveness calculations==&lt;br /&gt;
&lt;br /&gt;
I figured some were in order. Uses the [[Alien Stats (TFTD)|Alien Stats]] and [[Damage Modifiers (TFTD)|Damage Modifiers]] tables to calculate average damage of each weapon to each sort of alien after damage modifiers and armour. If/when I manage to finish this and turn it into something readable I&#039;ll stick it up on the wiki proper. You could do this for UFO:EU but the Heavy Plasma&#039;s so obviously dominant that there&#039;s little need. The accuracies given will be for a soldier with 70 Firing Accuracy and no bonuses or penalties; I choose this value &amp;amp;mdash; the maximum rookie value &amp;amp;mdash; rather than the simpler-to-calculate 100 because of the special cases of the Torpedo Launcher, Sonic Cannon and Thermal Shok Launcher - these weapons are most effective in Aimed mode and their 100%+ accuracy in that mode would be wasted for a 100 FA soldier, underselling the weapons.&lt;br /&gt;
&lt;br /&gt;
Note that these &amp;quot;averages&amp;quot; take into account that damage values of &amp;quot;less than 0&amp;quot; after armour aren&#039;t actually any worse than 0 and that damage values greater than an alien&#039;s HP have no additional effect. Hence, a Gauss Rifle&#039;s average damage to a Triscene is 0 (because it cannot penetrate the armour) and a Sonic Cannon&#039;s average damage to an Aquatoid Soldier is 30 (because an Aquatoid Soldier will always be instagibbed by a Sonic Cannon hit, and it only has 30 health). I&#039;m calculating the damage cap per shot; this gives a slight bias in favour of powerful, autofire weapons since they can&#039;t re-aim between shots in a burst, but this is really only a significant issue when dealing with Aquatoids and Gillmen and their land terror units since the Gauss Rifle isn&#039;t realistically likely to drop much else in one burst.&lt;br /&gt;
&lt;br /&gt;
All values assume Superhuman difficulty and a direct hit to the front (front or under armour depending on weapon type). 95% of TU are assumed to be capable of being used per turn (facing considerations). Some values are marked &amp;quot;n/a&amp;quot;. This is because one of three factors render this value useless:&lt;br /&gt;
*This alien is a land-only terror unit, and this weapon cannot be fired on land&lt;br /&gt;
*This weapon is a melee weapon, and you are attempting to use it at range&lt;br /&gt;
*This weapon is a thrown or guided weapon, and you are attempting to use it in close combat (since I&#039;m assuming 100% accuracy for such weapons this will be identical to the &amp;quot;ranged&amp;quot; figures)&lt;br /&gt;
&lt;br /&gt;
I will be assuming fired explosives that miss miss fully, and that thrown explosives and the DPL always hit dead-on, to avoid a bazillion cases. In practice, of course, thrown weapons will not work against enemies at extreme range or enemies that are not on the ground, and may miss (though since they are all explosives, some damage will likely still occur). It is also somewhat dangerous to use explosive weapons in close combat.&lt;br /&gt;
&lt;br /&gt;
This has been mainspaced at [[Weapon Effectiveness (TFTD)]], where I have added 2-hit, 3-hit and 4-hit kill chances.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
====Technical====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - Bio-Drones and Tentaculats have greatly asymmetric armour distributions, understating the effect of non-HE weapons against them when their front armour is considered (the Dart Gun can damage Bio-Drones from behind, and the Jet Harpoon can damage Tentaculats from behind, for instance). There&#039;s some effect on the Triscene as well. Otherwise, most aliens have similar armour (within 6 points) on front, side and rear. I&#039;ll probably do a second lot of calcs for those two terrorists hit from behind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DONE&#039;&#039;&#039; - I haven&#039;t done the exact calculations for average damage and 1-hit kill chance for large units hit by powerful area-effect weapons yet. This is because the four rolls stop being independent when a kill is possible (whether roll #1 rolls 45 or 46 may or may not matter depending on whether the other three add up to 45 already being a kill). I plan to do them before I put this on the main wiki.&lt;br /&gt;
&lt;br /&gt;
*Yes, I&#039;m aware that firing, reloading, and refiring a Torpedo Launcher requires over 95% of TU. The reason I said you could fire the Torpedo Launcher twice in close combat is because, when accuracy is no concern, you can dual-wield them (hardly more insane than firing Torpedo Launchers at point-blank in the first place).&lt;br /&gt;
&lt;br /&gt;
====Analysis of data====&lt;br /&gt;
&lt;br /&gt;
*I was already a fan of the GC-HE, but this has impressed me even more. It achieves damage way out of line with its supposed power. It does this because a) almost every TFTD alien has a giant weak spot in their Under Armour, b) HE gets a better set of damage modifiers than Gauss or even AP. It actually outdamages the Gauss Rifle against Lobster Men, Tasoths, Calcinites, Hallucinoids, Xarquid, Triscenes and (from the front) Tentaculats - and that impressive list is &#039;&#039;&#039;after&#039;&#039;&#039; accounting for the Gauss Rifle firing thrice as fast.&lt;br /&gt;
&lt;br /&gt;
*A large part of the reason I did this was to settle the old Gauss Rifle vs. Sonic Pistol argument. So, with these numbers, I can say that the Gauss Rifle is better against Aquatoids, Gillmen, and Deep Ones, and worse vs. everything else (except Triscenes, which are immune to both weapons). So the Gauss Rifle will certainly help you in the first month (when, not-so-coincidentally, those three aliens are the only aliens you&#039;ll encounter), but if you can handle that first month [[Skipping Gauss Weapons]] starts looking like a pretty decent idea.&lt;br /&gt;
&lt;br /&gt;
*You&#039;ll note that the Sonic weapons cluster pretty close to each other at range against basically everything. What this means is that they&#039;re pretty well balanced against each other in terms of damage-per-unit-time; which ones to hand out depends more on other factors (the Sonic Pistol&#039;s finer granulation allowing scouts to shoot more, one-handed grip, and better point-blank firepower vs. the Sonic Cannon&#039;s ongoing recoverable ammo, less off-target damage reducing friendly fire, and increased 1-hit kill rate reducing reaction fire, with the Blasta Rifle somewhere in-between).&lt;br /&gt;
&lt;br /&gt;
*The Heavy Gauss is better than the Gauss Rifle against precisely two enemies (Lobster Men and Xarquid) and tied with it against one (Triscenes, which are immune to both). Given that the GC-HE easily outclasses both against those three enemies, I think we can call the Heavy Gauss useless.&lt;br /&gt;
&lt;br /&gt;
*Yes, throwing three pre-armed Sonic Pulsers at something in the same turn is going to kill it very, very dead. But 1) that&#039;s several turns of preparation, and the &amp;quot;carried grenades don&#039;t explode&amp;quot; behaviour that allows that preparation to be done at mission start is widely considered an exploit; 2) you don&#039;t have nearly enough Zrbite or item limit to make this a routine tactic.&lt;br /&gt;
&lt;br /&gt;
*As far as drills go, the Heavy Thermic Lance is the best against Calcinites, Hallucinoids, Triscenes and the front armour of Tentaculats, the Thermic Lance is the best against Xarquid, and the Vibro Blade is best against everything else. Most aliens have enough armour that the HTL &amp;quot;should&amp;quot; do the most damage, but the Vibro Blade has better granularity so it doesn&#039;t waste as much damage on overkill. The Thermic Lance is usually in-between the Vibro Blade and HTL (one way or the other) rather than being the worst as might naïvely be expected.&lt;br /&gt;
&lt;br /&gt;
==Firing Accuracy breakpoints==&lt;br /&gt;
&lt;br /&gt;
Most of the time, Firing Accuracy is just something you generically want more of. But 100% accuracy gives a guarantee, which is particularly important in some situations (and obviously, more accuracy ceases to improve that mode of that weapon after that). I&#039;m just going to write down all the breakpoints in Firing Accuracy where a particular weapon in a particular firing mode becomes 100%.&lt;br /&gt;
&lt;br /&gt;
Remember that the starting range for Firing Accuracy is 40-70 and the cap range is 120-125.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left;&amp;quot;&lt;br /&gt;
|+UFO&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|76||Rocket Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|87||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle&amp;lt;br/&amp;gt;Rocket Launcher||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Rifle&amp;lt;br/&amp;gt;Heavy Plasma&amp;lt;br/&amp;gt;Small Launcher||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Heavy Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Laser Rifle&amp;lt;br/&amp;gt;Plasma Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|102||Plasma Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|103||Plasma Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|104||Heavy Laser||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|107||Auto-Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Pistol&amp;lt;br/&amp;gt;Heavy Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Heavy Plasma||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|117||Plasma Rifle||Snap, standing&lt;br /&gt;
|-&lt;br /&gt;
|118||Plasma Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|120||Heavy Laser||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|122||Auto-Cannon||Aimed, standing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left:10px&amp;quot;&lt;br /&gt;
|+TFTD&lt;br /&gt;
|-&lt;br /&gt;
!Firing Accuracy!!Weapon!!Mode&lt;br /&gt;
|-&lt;br /&gt;
|73||Thermal Shok Launcher||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|76||Sonic Cannon||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|80||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|84||Thermal Shok Launcher||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|87||Gauss Rifle&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|91||Torpedo Launcher&amp;lt;br/&amp;gt;Sonic-Blasta Rifle||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|97||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|100||Gauss Rifle||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|103||Sonic Pistol||Aimed, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|109||Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, kneeling&amp;lt;br/&amp;gt;Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|112||Jet Harpoon&amp;lt;br/&amp;gt;Gas Cannon&amp;lt;br/&amp;gt;Heavy Gauss||Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|116||Sonic-Blasta Rifle||Snap, kneeling&lt;br /&gt;
|-&lt;br /&gt;
|118||Sonic Pistol||Aimed, standing&lt;br /&gt;
|-&lt;br /&gt;
|125||Gauss Pistol&amp;lt;br/&amp;gt;Dart Gun&amp;lt;br/&amp;gt;Hydro-Jet Cannon&amp;lt;br/&amp;gt;Thermal Shok Launcher&amp;lt;br/&amp;gt;Sonic Cannon||Aimed, kneeling&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Aimed, standing&amp;lt;br/&amp;gt;Snap, kneeling&amp;lt;br/&amp;gt;Snap, standing&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==UFO optimal firing modes==&lt;br /&gt;
&lt;br /&gt;
This is a list of the optimal firing modes for every weapon in UFO, where optimal is defined as &amp;quot;most shots on-target (per 100% Firing Accuracy) achievable with 78/80 TU&amp;quot;. There&#039;s little point doing one for TFTD, as mixtures of modes are never optimal under that definition (and only in one case with all 80 TU - the Sonic-Blasta Rifle).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon!!Combination!!Shots on-target!!TU!!Turns sustainable (+ Rounds left over)&lt;br /&gt;
|-&lt;br /&gt;
|Pistol||5 Snap||3.00||70||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rifle||2 Auto + 1 Snap||2.70||76||2 (+6)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cannon||3 Snap||1.80||78||2&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Cannon||2 Auto||1.92||64||2 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher||1 Aimed||1.15||60||1&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol||3 Auto + 1 Snap||2.92||76||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle||2 Auto + 1 Snap||3.41||74||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser||3 Snap||1.50||78||indefinite&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol||3 Auto||4.50||72||2 (+8)&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle||1 Auto + 2 Snap||3.37||76||5 (+3)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma||2 Auto||3.00||56||5 (+5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;||1 Auto + 2 Snap||3.00||76||7&lt;br /&gt;
|-&lt;br /&gt;
|Small Launcher||1 Aimed||1.10||60||1&lt;br /&gt;
|-&lt;br /&gt;
|2 Small Launchers||Snap + Drop + Pick Up + Snap||1.30||74||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Didn&#039;t quite make it===&lt;br /&gt;
*79 TU: Small Launcher Snap+Reload+Snap (1.30)&lt;br /&gt;
*80 TU: Pistol 4 Snap+1 Aimed (3.18), Laser Pistol 4 Auto (3.36), Plasma Rifle 2 Auto+1 Snap (4.16), Heavy Plasma 2 Auto+1 Snap (3.75)&lt;br /&gt;
*Impossible with 80 max TU, but possible with 81 max TU: Laser Rifle 3 Auto (4.14)&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*I started this when I realised the Plasma Pistol would probably get the highest. Still inferior to the other plasma weapons due to damage.&lt;br /&gt;
*Note how the Laser Rifle significantly exceeds all other non-alien weapons. That&#039;s at least as important as the damage to its legendary utility.&lt;br /&gt;
&lt;br /&gt;
==On Interception in UFO (and to some extent TFTD)==&lt;br /&gt;
I&#039;ve seen a lot of talk about the correct craft weapons to use in UFO and TFTD, and while at least for UFO I agree with the &#039;&#039;conclusion&#039;&#039; that a lot of people reach (Avalanches only until Plasma Beams, then Plasma Beams only), I think the &#039;&#039;reasoning&#039;&#039; usually given is flawed, and that the conclusion doesn&#039;t apply to TFTD. I usually see people immediately talking about the range issues on specific UFOs (particularly the Large Scout/Cruiser); really, this isn&#039;t the right way to think about it. The real questions worth asking are these:&lt;br /&gt;
*What UFOs do I &#039;&#039;want&#039;&#039; to use craft weapons against?&lt;br /&gt;
*What weapons do I want to use against &#039;&#039;those&#039;&#039; UFOs?&lt;br /&gt;
See, the elephant in the room when talking about interception is that the majority of UFOs land, and there&#039;s little point wasting missiles on a craft that will land (not to mention the lost Elerium), &#039;&#039;&#039;unless&#039;&#039;&#039; it&#039;s part of a flotilla and therefore you wouldn&#039;t be able to get to them in time to perform a UFO Ground Assault. So, which UFOs don&#039;t land (recoverably), and what are the likely flotillas?&lt;br /&gt;
*Small Scouts never land unless they&#039;re on an Alien Base mission.&lt;br /&gt;
*Alien Abduction: there&#039;s a flotilla of two Abductors at the very end.&lt;br /&gt;
*Alien Infiltration: there&#039;s a flotilla of one Large Scout, one Terror Ship, one Supply Ship, and two Battleships at the end. Moreover, as the completion of this mission has effects beyond score (that is, you lose a funding country), you probably want to delay these as much as possible.&lt;br /&gt;
*Alien Base: there&#039;s a flotilla of one Large Scout, two Supply Ships and a Battleship at the end.&lt;br /&gt;
*Alien Terror: the first Terror Ship doesn&#039;t land. The second Terror Ship does, but as a Terror Site, which means you can&#039;t recover the UFO.&lt;br /&gt;
*Alien Retaliation: Nothing lands, except the base-attack Battleship, and that&#039;s a Base Defence so you can&#039;t recover it.&lt;br /&gt;
The flotillas don&#039;t show up very often, and certainly don&#039;t show up early (there&#039;s only one non-Terror alien mission per month, and the first one is hardcoded to be Sectoid Alien Research in the area of your first base; additionally, Abduction and Infiltration are very long missions that usually run over into the next month, or even the month after that if it&#039;s Infiltration and you&#039;re systematically crashing every UFO). The bread and butter of UFO interception is Small Scouts and Terror Ships on Alien Terror, plus the occasional Retaliation and Infiltration.&lt;br /&gt;
*You want to use the Avalanche on Small Scouts. Some people say you should use the Stingray (or even the Cannon) to have a chance of crashing them rather than destroying them; I&#039;m guessing the majority of these people haven&#039;t actually tried it. The Small Scout has a flee time of &#039;&#039;&#039;200&#039;&#039;&#039;, which is a mere 80-280 frames on Superhuman. 60% of the time you won&#039;t close to Stingray range before it runs, another 20% or so (total ~80%) it will run while the missile&#039;s in flight, and then more than half the time you actually hit the Stingray destroys it anyway. Your choices, really, are blowing them to bits with Avalanches or doing nothing, and blowing them to bits gets you 100 points (which is more than you get from shootdown + crash recovery, too, since there&#039;s a grand total of one alien and the UFO only contains 1 Alien Alloy). Advanced craft &#039;&#039;can&#039;&#039; bring the Small Scout down with Cannons, but by that point you&#039;re not hurting for money and there&#039;s a significant opportunity cost. The only time you should actually faff around with cannons on an Avenger is if you haven&#039;t managed to get a Sectoid Leader and it&#039;s rolling around to July (when Ethereals start to show up); the chance to get an Ethereal capture is the only thing from a Small Scout recovery that&#039;s remotely worth the effort to get one.&lt;br /&gt;
*You want to use dual Avalanches on Terror Ships. This is pretty self-explanatory; using anything else (before Plasma Beams) will get your Interceptors blown out of the sky. Speaking of Plasma Beams, this is the only truly-compelling reason to get them, since you need two Interceptors with Avalanches and that can be tricky (the only other reason to get Plasma Beams before advanced craft is to shoot down Supply Ships, but there aren&#039;t a lot of those and they always land). Indeed, Plasma Beams do have a downside in that they risk destroying Medium and Large Scouts (which, unlike in the case of Small Scouts, really &#039;&#039;is&#039;&#039; a waste).&lt;br /&gt;
*Anything will work against the Medium and Large Scouts on Retaliation missions. You can&#039;t really do anything about the Battleships until you get advanced craft.&lt;br /&gt;
The other argument I often see for Avalanches, the one about outranging Large Scouts, is a load of horseshit. A Large Scout is only going to get a couple of shots off against an Interceptor with Stingrays. That&#039;s not enough to destroy it, or even to send it to repairs for more than a day or two. Who cares?&lt;br /&gt;
&lt;br /&gt;
And the thing to note about those two arguments for Avalanche missiles in UFO is that neither of them apply to D.U.P. Head torpedoes in TFTD. The TFTD Battleship matches the D.U.P. Head&#039;s range, removing it from the list of useful interceptions. And Survey Ships are both more lucrative and easier to crash than the UFO Small Scout, as they cannot run from a Barracuda and Ajaxes have a much lower likelihood to one-hit kill. So I think Ajaxes might actually be the best initial loadout in TFTD; sure, you&#039;ll get shot by Cruisers, but not enough to matter. The Sonic Oscillator is also not quite as big a deal in TFTD, as once April rolls around the aliens will mostly be doing scripted terror sites (shipping lane and artefact) which don&#039;t have a Battleship to shoot down; the ability to shoot down Large subs is still helpful, though.&lt;br /&gt;
&lt;br /&gt;
Just something to consider.&lt;br /&gt;
&lt;br /&gt;
==Kill tables through armour (UFO/TFTD)==&lt;br /&gt;
&lt;br /&gt;
I&#039;m just going to post some tables indicating the cost (including materials) of a soldier in various armour getting killed and the likelihood that it happens with various weapons. I&#039;m assuming front armour for ballistic weapons, under armour for direct-hit explosives and side armour for edges of blast patterns, and assuming a 35-health soldier (slightly above rookie average; one or two combats would push the average up to here). I will count dying at the end of turn from fatal wounds as a kill, since there is no possibility of a Medi-Kit being applied during the alien turn.&lt;br /&gt;
&lt;br /&gt;
===UFO===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Plasma Pistol!!Plasma Rifle!!Heavy Plasma!!Alien Grenade&amp;lt;br&amp;gt;direct hit!!Alien Grenade&amp;lt;br&amp;gt;blast rim!!Blaster Bomb&amp;lt;br&amp;gt;direct hit!!Blaster Bomb&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||57.1%||72.0%||80.5%||100%||16.1%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Personal Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||48.4%||64.1%||80.2%||0%||100%||69.2%&lt;br /&gt;
|-&lt;br /&gt;
!Power Suit&lt;br /&gt;
|$139,500 + 1000h||0%||17.4%||42.4%||47.2%||immune||100%||25.3%&lt;br /&gt;
|-&lt;br /&gt;
!Flying Suit&lt;br /&gt;
|$210,500 + 1400h||immune||11.2%||38.1%||36.3%||immune||98.5%||14.3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===TFTD===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armour!!Cost!!Sonic Pistol!!Sonic-Blasta&amp;lt;br&amp;gt;Rifle!!Sonic Cannon!!Sonic Pulser&amp;lt;br&amp;gt;direct hit!!Sonic Pulser&amp;lt;br&amp;gt;blast rim!!Disruptor Pulse&amp;lt;br&amp;gt;direct hit!!Disruptor Pulse&amp;lt;br&amp;gt;blast rim&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|$40,000||93.8%||100%||100%||100%||78.7%||100%||100%&lt;br /&gt;
|-&lt;br /&gt;
!Plastic Aqua Armour&lt;br /&gt;
|$88,000 + 800h||21.0%||40.6%||70.2%||89.3%||9.3%||100%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!Ion Armour&lt;br /&gt;
|$139,500 + 1000h||immune||immune||9.2%||58.4%||0%||97.5%||21.8%&lt;br /&gt;
|-&lt;br /&gt;
!Magnetic Ion Armour&lt;br /&gt;
|$210,500 + 1400h||immune||immune||0.8%||47.9%||immune||91.5%||9.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
*UFO: Personal Armour is not worth building. Power/Flying Suits are rather dubious, and poor against Heavy Plasma in particular. The Flying Suit&#039;s definitely worth building for your snipers, has obvious massive advantages against Chryssalids, and is worth it for psi-screened troops (who effectively cost ~$320,000 to replace instead of $40,000 due to dropout rates and the need to pay wages for two months), but in other circumstances doesn&#039;t really measure up.&lt;br /&gt;
*TFTD: Plastic Aqua Armour is of varying effectiveness depending on what the aliens are packing; it&#039;s great against Sonic Pistols and pretty good against Sonic-Blasta Rifles, but poor against Sonic Cannons and only somewhat effective against Sonic Pulsers (cuts down the number of kills, but a direct hit is still nearly-always fatal). Ion and Magnetic Ion Armours are simply fantastic, turning 100%-kill shots into 0%. In Magnetic Ion Armour, you only really have to worry about direct hits from Sonic Pulsers and DPLs - and since you can fly, it&#039;s a mite hard to hit you with the former. Armour in TFTD is far, far more effective than in UFO, thanks to the narrower damage ranges and its significant damage resistances, and issuing top-of-the-line armour to all troops is a high priority. Indeed, armour levels the field against non-DPL Lobster Men; your guns don&#039;t work on them, but theirs don&#039;t work on you either, allowing you to close to mêlée range.&lt;br /&gt;
&lt;br /&gt;
==List of organisations in Apocalypse by importance==&lt;br /&gt;
This is a list of the various organisations in X-Com: Apocalypse. I&#039;ve sorted them into categories by how important their services are (and therefore how hard you should try to avoid making them hostile), as well as the timeframe in which they&#039;re important. Order within the categories is simply the game ordering; they&#039;re not ranked.&lt;br /&gt;
&lt;br /&gt;
===Crucial===&lt;br /&gt;
Getting one of these organisations infiltrated or irrecoverably hostile makes the game extremely difficult.&lt;br /&gt;
*&#039;&#039;&#039;Government&#039;&#039;&#039; - Okay, this is kind of the obvious one. If you render the Government hostile and don&#039;t fix it by the end of the week, your funding goes away and that&#039;s terrible. However, this is incredibly unlikely to happen unless you actively raid or bomb government buildings, as the Government not only starts out friendly to you, but also hates the aliens (improving your relations every time you kill aliens) and is strongly resistant to infiltration.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you research Cloaking Fields. The revenue from selling those is so enormous that the government funding becomes redundant. You can live without their funding quite a while earlier, but you&#039;ll probably lose air superiority for a while due to how incredibly cash-hungry the air game is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megapol&#039;&#039;&#039; - Slightly less obvious than the Government, there are three main reasons you don&#039;t want to make an enemy of Megapol:&lt;br /&gt;
**First, and least important, Megapol is very aggressive and will perform both raids and air attacks on a regular basis. However, the raids, while second only to Osiron in strength, still aren&#039;t enough to get past Security Stations, and the air attacks are performed by Police Hovercars - which don&#039;t have any weapons capable of damaging most buildings.&lt;br /&gt;
**Second, Megapol Police Cars patrol the city (unless Megapol&#039;s balance is negative) and they will scramble Police Hovercars to attack any illegal flyers (which includes your aircraft, if Megapol hates you). This is a distraction you do not need when fighting UFOs. Bankrupting Megapol can allow you to avoid this (the only effect of bankruptcy that I know of), but is rather difficult due to Megapol&#039;s enormous budget.&lt;br /&gt;
**Third, and the reason Megapol&#039;s in &amp;quot;Crucial&amp;quot;: Megapol manufactures nearly all the good tactical equipment. Lawpistols and Plasma Guns are the best of the bought equipment, the Auto-Cannon is pretty decent, and Stun Grapples and Stun Grenades are the only way to stun aliens unless you go into psionics. Megapol Armour is also the cheapest in the game, and generally more effective than Marsec Armour at least as far as protection goes (exception for explosives, but most alien explosives are so powerful that you&#039;re still dead anyway). They also make a few bits of aircraft equipment, but those aren&#039;t particularly necessary.&lt;br /&gt;
&lt;br /&gt;
:On the plus side, like the Government, it&#039;s rather difficult to piss off Megapol... unless they get infiltrated. Don&#039;t let them get infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Once you have access to the Devastator Cannon and/or Toxigun, plus Disruptor Armour, Megapol becomes much less useful. Stun Grenades are still nice, but not absolutely necessary. The Police Hovercar issue becomes mostly irrelevant once you have 3+ shielded Retaliators in the sky, as at that point the air game is basically over. Still moderately annoying, but no longer crucial.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marsec&#039;&#039;&#039; - Marsec is the only source of armed vehicles (General Metro makes the Blazer Turbo Bike, but it&#039;s unarmed). As such, if Marsec is hostile you cannot replenish craft losses or expand your fleet and will swiftly lose the air war. Hostile Marsec is possibly even worse than hostile Megapol or Government, and it can happen much more easily as well (as they don&#039;t inherently like you or hate the aliens).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have the UFO prereqs for the Explorer (Transporter and Destroyer). The Explorer is enough to shoot down UFOs, and the Bio-Trans can transport troops. Note that I said the prereqs, not actually having the Explorer deployed. You can afford to be knocked out of the air war for a week or two, as long as you have the means to get back into it eventually.&lt;br /&gt;
&lt;br /&gt;
===Important===&lt;br /&gt;
You can live without these, but it will hurt.&lt;br /&gt;
*&#039;&#039;&#039;Transtellar&#039;&#039;&#039;  - Provides transport services for agents, technical personnel and goods. The only reason this isn&#039;t in &amp;quot;Crucial&amp;quot; is because new hires can use the People Tubes (and ultratime prevents them from getting stuck), and because you can do an end run around Transtellar for sellable equipment via selling at one base and buying at another. Still, if Transtellar&#039;s hostile you won&#039;t be able to move already-hired scientists and engineers from one base to another, nor unresearched alien artifacts; you&#039;ll have to be very careful about where you drop mission loot and which base you hire at.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, you&#039;re probably going to have to learn to live without Transtellar, since they start friendly to the aliens (and own a huge amount of very fragile infrastructure) and will as such nearly always go hostile on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;S.E.L.F.&#039;&#039;&#039; - Provides androids. Androids have much higher Health than untrained humans (which substantially reduces the chance of critical wounds), and can&#039;t be brainsucked or mind-controlled. You don&#039;t absolutely need them, though.&lt;br /&gt;
&lt;br /&gt;
:Note that S.E.L.F. doesn&#039;t just need to be non-hostile, but on the positive side of neutral for you to be able to recruit androids. On the plus side, they (logically enough) cannot be infiltrated.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Disruptor Shields reduce your casualty rate to very low levels. This means humans will survive to surpass androids. The immunity to subversion is still quite useful, though.&lt;br /&gt;
&lt;br /&gt;
===Useful===&lt;br /&gt;
These organisations do provide services to X-Com, but they can be played around without much difficulty.&lt;br /&gt;
*&#039;&#039;&#039;Superdynamics&#039;&#039;&#039; - Provides aircraft engines, fuel, and the Cargo Module. They&#039;re only &amp;quot;Useful&amp;quot;, rather than &amp;quot;Important&amp;quot;, because all aircraft come with pre-installed engines and you start with enough fuel to last the entire game. You do lose out on the SD Special, though, which means that any further Hawks you buy won&#039;t be at their best in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you unlock the Explorer, since that has a built-in engine. The Bio-Trans has free Cargo Modules, too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;General Metro&#039;&#039;&#039; - Provides road engines (which aren&#039;t much use) and the Passenger Module (which is quite useful, albeit only in small quantities).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you have enough Passenger Modules for your Bio-Trans. You shouldn&#039;t ever lose it unless things have gone really sideways, so there&#039;s no need for more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solmine&#039;&#039;&#039; - Sells only one item, Elerium. Elerium fuels the Lineage Plasma Cannon, which is the best craft weapon before Medium Disruptors. However, Elerium is commonly found as loot from raids, so you can work around a hostile Solmine quite easily (missile launchers are also quite decent alternatives).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; When you get Retaliators (which can mount Medium Disruptors in all three slots) or anytime prior as long as you&#039;re willing to go on frequent raids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanotech&#039;&#039;&#039; - Nanotech&#039;s on the cusp of being &amp;quot;Important&amp;quot;, because the Medi-Kit they sell is actually rather good. However, critical wounds aren&#039;t all that common in Apocalypse, it&#039;s fairly rare to actually lose a Medi-Kit, and a wounded soldier can be saved by evacuating them, so you can make do without them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutant Alliance&#039;&#039;&#039; - The Mutant Alliance provides Sectoid hybrids for recruitment. Hybrids are the only agents that can use psionics effectively, and even make better soldiers than humans after enough training (as they have the same physical stat caps, but can also become nearly immune to psionics). The problems are that psionics just aren&#039;t very good against aliens and that hybrids take a huge amount of training to reach their potential.&lt;br /&gt;
&lt;br /&gt;
:Like S.E.L.F., the Mutant Alliance needs to actually like you, rather than just not be hostile, to provide their services.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Becomes irrelevant:&#039;&#039; Never. The second Alien Dimension mission, however, will switch the Mutant Alliance to Allied, so if that&#039;s imminent you probably don&#039;t want to bother paying them off.&lt;br /&gt;
&lt;br /&gt;
===Irrelevant===&lt;br /&gt;
These organisations either don&#039;t provide anything, or provide only things that are largely irrelevant. Hostilities with these only have the usual consequence of occasional base raids (and air attacks, if they&#039;re a gang or have been infiltrated). Some of them are allied to more important organisations, though, so you might want to avoid gratuitous damage to those.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cult of Sirius&#039;&#039;&#039; - Useless. Also moot, since unless the Aliens accidentally level their temple with an Overspawn they&#039;ll always be hostile.&lt;br /&gt;
*&#039;&#039;&#039;Cyberweb&#039;&#039;&#039; - Weapons Control systems don&#039;t let you lead targets, so they&#039;re useless. The Missile Evasion Matrix doesn&#039;t seem to work. Allied with S.E.L.F., though.&lt;br /&gt;
*&#039;&#039;&#039;Sensovision&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Lifetree&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Nutrivend&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Evonet&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary Clinic&#039;&#039;&#039; - Useless. Allied with Nanotech, though.&lt;br /&gt;
*&#039;&#039;&#039;Energen&#039;&#039;&#039; - Useless.&lt;br /&gt;
*&#039;&#039;&#039;Synthemesh&#039;&#039;&#039; - Useless. They appear to repair your buildings even if hostile.&lt;br /&gt;
*&#039;&#039;&#039;Gravball League&#039;&#039;&#039; - Useless. There&#039;s a rumour that they increase the number of humans for hire, but I think that&#039;s an urban legend.&lt;br /&gt;
*&#039;&#039;&#039;Psyke&#039;&#039;&#039; - Produces Psiclone. However, you never need to buy Psiclone, only sell it, and you can do that even when the manufacturer&#039;s hostile.&lt;br /&gt;
*&#039;&#039;&#039;Diablo&#039;&#039;&#039; - Produces the Incendiary Grenade, but the Auto-Cannon and Minilauncher are better at that anyway. Does perform frequent and large raids, but with Security Stations that&#039;s just more free money.&lt;br /&gt;
*&#039;&#039;&#039;Osiron&#039;&#039;&#039; - Useless. They launch huge raids, but that&#039;s about it.&lt;br /&gt;
*&#039;&#039;&#039;Extropians&#039;&#039;&#039; - Useless. Allied with Marsec and Solmine, though.&lt;br /&gt;
*&#039;&#039;&#039;Technocrats&#039;&#039;&#039; - Useless.&lt;br /&gt;
&lt;br /&gt;
==Calcinite appearance chance==&lt;br /&gt;
You might wonder why I&#039;m making a table listing the chance of a Calcinite appearing in TFTD. Well, there are a few aliens that are important to encounter in TFTD - here&#039;s a list of why they&#039;re important and where you can guarantee encountering them:&lt;br /&gt;
&lt;br /&gt;
*Deep One corpse for Aqua Plastics and live capture for Ion Armour (guaranteed at first Terror Site, since it&#039;s always Gill Men)&lt;br /&gt;
*Lobster Man Commander live capture for T&#039;Leth, the Alien&#039;s City (guaranteed in Alien Colonies)&lt;br /&gt;
*Tasoth live capture for M.C. Disruptor (guaranteed in Alien Colonies)&lt;br /&gt;
*Gill Man corpse for Thermic Lance (guaranteed at first Terror Site)&lt;br /&gt;
*Calcinite corpse for Vibroblade (guaranteed... &#039;&#039;&#039;nowhere&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
That&#039;s right, Calcinites are the one important alien that isn&#039;t guaranteed to show up. What&#039;s worse, they&#039;re &#039;&#039;rare&#039;&#039;. Calcinites only appear on Aquatoid and Mixed Crew missions above water (i.e. Port/Island/Ship terror attacks and Base Defences). On my playthrough of TFTD on Superhuman, the damned things never appeared once in the entire game, until eventually I gave in, abandoned my &amp;quot;no psi&amp;quot; rule and used M.C. Disruptors to hit a colony and win. So, here&#039;s a table of how likely the terror mission for the month is to have Calcinites (this doesn&#039;t take into account retaliation, &#039;tis true, but early on an Aquatoid Base Defence is insanely hard and later on it can be difficult to provoke one). There&#039;s also a cumulative chance that, by the end of the month, you will have encountered Calcinites at some point. I&#039;ll only go up to May 2041, because things get complicated to calculate after that (there&#039;s a possibility that the aliens will run out of Artefact Sites).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month!!Chance!!Cumulative Chance&lt;br /&gt;
|-&lt;br /&gt;
!January 2040&lt;br /&gt;
|0%||0%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|20%||20%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|20%||36%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|26%||52.6%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|26%||65.0%&lt;br /&gt;
|-&lt;br /&gt;
!June&lt;br /&gt;
|13%||69.5%&lt;br /&gt;
|-&lt;br /&gt;
!July&lt;br /&gt;
|15%||74.1%&lt;br /&gt;
|-&lt;br /&gt;
!August&lt;br /&gt;
|15%||78.0%&lt;br /&gt;
|-&lt;br /&gt;
!September&lt;br /&gt;
|15%||81.3%&lt;br /&gt;
|-&lt;br /&gt;
!October&lt;br /&gt;
|19%||84.8%&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|19%||87.7%&lt;br /&gt;
|-&lt;br /&gt;
!December&lt;br /&gt;
|19%||90.0%&lt;br /&gt;
|-&lt;br /&gt;
!January 2041&lt;br /&gt;
|19%||91.9%&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|19%||93.5%&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|19%||94.7%&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|19%||95.7%&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|19%||96.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That&#039;s right: while you&#039;ve got an even chance to get drills by May, there&#039;s a one-in-five chance of no drills by September (when alien loadouts finalise, and DPL Lobster Men become way too common) and a one-in-ten chance of having to wait for the new year. RNG, ho!&lt;br /&gt;
&lt;br /&gt;
==Accuracy in Apocalypse==&lt;br /&gt;
&lt;br /&gt;
You may have been rather perplexed by the total lack of hard numbers on accuracy in Apoc. Unlike other games, there&#039;s just a highly-inexact accuracy bar. Well, fear not. I&#039;m going to explain what&#039;s going on, as best I&#039;ve been able to figure out (from [https://pastebin.com/PuSSyziU this] code dig - a big thankyou to Skin36 and OpenApoc - and from my own substantial in-game testing).&lt;br /&gt;
&lt;br /&gt;
===Accuracy formula===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the accuracy formula that Apocalypse uses. There are quite a few terms, so buckle up.&lt;br /&gt;
&lt;br /&gt;
*Agent inaccuracy term&lt;br /&gt;
**Start with the agent&#039;s inaccuracy (the value in the data files, 100-displayed accuracy).&lt;br /&gt;
**Multiply by 1.4 if both the agent&#039;s hands are full and &#039;&#039;either&#039;&#039; of the wielded items is over 2x2.&lt;br /&gt;
**Movement modes (in real-time; I haven&#039;t exhaustively tested TB, but I know it&#039;s different):&lt;br /&gt;
***If running, crawling, or run-flying, you cannot fire, so it doesn&#039;t matter what your accuracy is.&lt;br /&gt;
***If walking, multiply by 1.25.&lt;br /&gt;
***If standing, multiply by 0.8.&lt;br /&gt;
***If kneeling, multiply by 0.64 (0.8*0.8).&lt;br /&gt;
***If prone, multiply by 0.48 (0.6*0.8).&lt;br /&gt;
***If walk-flying, multiply by 1.4375 (1.25*1.15).&lt;br /&gt;
***If stand-flying, kneel-flying or prone-flying, multiply by 0.92 (0.8*1.15).&lt;br /&gt;
***If crawl-flying, multiply by... I&#039;m not even sure. I know it&#039;s lower (better) than walking, but higher (worse) than stand-flying. My guess based on the numbers in that dump is either 1.15 (1*1.15, or 1.25*0.8*1.15) or 1.0925 (0.95*1.15), but in-game testing doesn&#039;t have the precision to tell them apart.&lt;br /&gt;
**Shooting modes:&lt;br /&gt;
***If aimed, multiply by 0.5.&lt;br /&gt;
***If snap, multiply by 1.&lt;br /&gt;
***If auto, multiply by 2.&lt;br /&gt;
*Weapon inaccuracy term&lt;br /&gt;
**Weapon&#039;s inaccuracy (100-displayed accuracy) divided by 2.&lt;br /&gt;
*Lost health term&lt;br /&gt;
**100*(lost health/current health). Note that this gets absurdly large if your agent is on very low health.&lt;br /&gt;
*Critical wound term&lt;br /&gt;
**For X-COM Agents and most enemies, this is 150 if the arm with the weapon is wounded and 0 otherwise. (I don&#039;t think a bodypart can have multiple wounds.)&lt;br /&gt;
**Some aliens don&#039;t have separate bodyparts; for those, this is 100*wounds.&lt;br /&gt;
*Berserk term&lt;br /&gt;
**This is 200 if berserk and 0 otherwise.&lt;br /&gt;
*Cloaking term&lt;br /&gt;
**If the target is cloaked (has a Personal Cloaking Field in hand), this is 2000/(distance + 3). Otherwise, it&#039;s 0.&lt;br /&gt;
*Summation of terms&lt;br /&gt;
**Add up (agent inaccuracy)^2 + (weapon inaccuracy)^2 + (health term)^2 + (wound term)^2 + (berserk term)^2 + (cloaking term)^2.&lt;br /&gt;
**Take the square root, and round down. This is the final inaccuracy rating of the shot.&lt;br /&gt;
**98+ inaccuracy corresponds to a completely-empty &amp;quot;accuracy bar&amp;quot;; a hypothetical 0 inaccuracy would correspond to a completely-full &amp;quot;accuracy bar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===So a shot with 40 inaccuracy is 60% accurate?===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
There is no hit/miss test in Apocalypse. The inaccuracy rating is converted &#039;&#039;directly&#039;&#039; into the shot spread - a higher inaccuracy rating means a bigger spread. The actual chance to hit is determined by how much of that spread ends up hitting the target - this is going to vary dramatically depending on the target&#039;s cross-section, the distance to the target, and the presence or absence of cover obscuring parts of the target.&lt;br /&gt;
&lt;br /&gt;
(The high complexity of figuring this out, even neglecting cover, is presumably why Apocalypse is so cagey about giving you numbers.)&lt;br /&gt;
&lt;br /&gt;
I am not sure of the precise details of how the spread is generated, but I &#039;&#039;think&#039;&#039; that, for large inaccuracies and small targets, halving the inaccuracy should give you 4x the hit rate (as the spread will be half as wide and contain 1/4 the area). This doesn&#039;t hold if you&#039;re already hitting most of the time, however - obviously, your actual chance to hit can&#039;t go above 100%.&lt;br /&gt;
&lt;br /&gt;
===Consequences of this===&lt;br /&gt;
There are a few results here that bear mentioning.&lt;br /&gt;
*All the modifiers from movement, dual-wielding and shot mode &#039;&#039;only affect the agent inaccuracy term&#039;&#039;. This means that if the agent inaccuracy term is negligible (i.e., your agent has very high Accuracy), these become much less important. Let&#039;s do a worked example, with an Accuracy 20 and Accuracy 90 soldier both firing a Megapol Auto Cannon (accuracy 40), and assuming no special circumstances (full health, no cloaking or berserk).&lt;br /&gt;
**If the Accuracy 20 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((80*0.48*0.5)^2 + 30^2) = 35.&lt;br /&gt;
**If the Accuracy 20 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((80*1.4*1.25*2)^2 + 30^2) = 281.&lt;br /&gt;
**If the Accuracy 90 soldier is single-wielding, in aimed mode, and is prone, his inaccuracy is sqrt((10*0.48*0.5)^2 + 30^2) = 30.&lt;br /&gt;
**If the Accuracy 90 soldier is dual-wielding, in auto mode, and is walking, his inaccuracy is sqrt((10*1.4*1.25*2)^2 + 30^2) = 46.&lt;br /&gt;
:The Accuracy 20 soldier is going to be shooting all over the place if he doesn&#039;t pay attention to these modifiers, so much so that firing 8x as fast will still result in less hits. The Accuracy 90 soldier might hit half as often (at long range), but that&#039;s still 4x as many hits, and he gets more mobility to boot. This is a very nice emergent effect from the formula - well-trained soldiers can pull off cool stunts that rookies can&#039;t.&lt;br /&gt;
*In real-time mode, you should pretty much always dual-wield unless you can&#039;t afford (or can&#039;t get) the extra gun. Dual-wielding two-handed weapons in aimed mode ultimately gives a 0.7x modifier to agent inaccuracy (1.4*0.5), but single-wielding in snap mode - at the same rate of fire - gives a 1x modifier (i.e. strictly worse). Likewise, dual-wielding two-handed weapons in snap mode gives a 1.4x modifier, but single-wielding in auto mode gives 2x. However, because you get the two-handed penalty if &#039;&#039;either&#039;&#039; of your weapons is two-handed, you should generally give agents either two two-handed weapons or two one-handed weapons (not one of each).&lt;br /&gt;
*Because there&#039;s always a shot spread, anything you can do to cut down your cross-section (kneeling, crawling/prone, cover) will directly reduce how often you get hit. Since the first two &#039;&#039;also&#039;&#039; increase your own accuracy, they&#039;re critically important in a firefight and you should basically always be doing one of them unless you&#039;re moving or you need the elevated shooting position (to shoot over cover). The advantages of kneeling over prone are that a kneeling soldier can turn freely (a prone soldier has to get up to turn - not good in close quarters!) and that a kneeling soldier takes up less space (e.g. in a firing line) - but prone is better on the numbers in a long-range slugfest in open terrain  (e.g. the upper floor of a Procreation Park, some Corporate HQ maps, much of the Alien Dimension)&lt;br /&gt;
&lt;br /&gt;
==Weapon Effectiveness (UFO)==&lt;br /&gt;
Finally decided to do at least some of these; I want to get hard data regarding rifles vs. HC/AC, and regarding Cyberdiscs and Sectopods in particular. Note that these calculations render Spike&#039;s Firepower Tables obsolete, at least as far as they go, as the latter do not consider max-health and thus sometimes give nonsense numbers like 0.5 Blaster Bombs being required to kill a Sectopod.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectoid Soldier (health 30, front armour 4, under armour 2)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Average damage&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-30||19.0||35.8%||76.4%||93.6%||98.6%||99.7%||100.0%||Snap||42%||83.9||Snap||35.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-30||20.4||44.3%||82.2%||95.8%||99.2%||99.9%||100.0%||Auto*||24.5%||97.6||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-30||24.8||69.9%||94.8%||99.3%||99.9%||100.0%||100.0%||Snap||42%||106.9||Snap||44.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||24-30||29.6||88.7%||100%||-||-||-||-||Snap||42%||87.5||Snap||36.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-30||23.1||60.0%||90.8%||98.5%||99.8%||100.0%||100.0%||Auto||22.4%||104.5||Auto||40.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||20-30||28.8||77.8%||100%||-||-||-||-||Auto*||22.4%||87.8||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||30-30||30.0||100%||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-30||23.7||63.4%||92.3%||98.8%||99.9%||100.0%||100.0%||Auto||19.6%||71.0||Auto||25.3&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-30||25.2||71.9%||95.5%||99.5%||99.9%||100.0%||100.0%||Auto*||32.2%||60.2||Snap||33.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-30||26.6||80.1%||97.7%||99.8%||100.0%||100.0%||100.0%||Snap||35%||115.4||Snap||40.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-30||24.4||67.6%||94.0%||99.2%||99.9%||100.0%||100.0%||Auto||35%||51.6||Auto||30.2&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-30||26.4||78.9%||97.4%||99.8%||100.0%||100.0%||100.0%||Auto*||38.5%||53.4||Auto||36.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-30||27.5||85.3%||98.8%||99.9%||100.0%||100.0%||100.0%||Auto*||35%||53.0||Snap||34.8&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-30||27.1||82.3%||98.2%||99.9%||100.0%||100.0%||100.0%||Aimed||77%||116.5||Snap||47.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||23-30||29.5||86.3%||100%||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;85.3&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||30-30||30.0||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||30-30||30.0||100%||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||25.5||74.0%||95.8%||99.5%||99.9%||100.0%||100.0%||n/a||n/a||n/a||Melee||39.2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at 114+/100+ (Rifle), never/111+ (AC-HE), 123+/107+ (Laser Rifle), 100+/87+ (Plasma Rifle), 117+/101+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Floater Soldier (health 35, front armour 8, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Power!!rowspan=&amp;quot;2&amp;quot;|Modifier!!rowspan=&amp;quot;2&amp;quot;|Damage&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg. dmg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1-hit kill!!rowspan=&amp;quot;2&amp;quot;|2-hit kill!!rowspan=&amp;quot;2&amp;quot;|3-hit kill!!rowspan=&amp;quot;2&amp;quot;|4-hit kill!!rowspan=&amp;quot;2&amp;quot;|5-hit kill!!rowspan=&amp;quot;2&amp;quot;|6-hit kill!!rowspan=&amp;quot;2&amp;quot;|7-hit kill!!rowspan=&amp;quot;2&amp;quot;|8-hit kill!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Accuracy!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-35||17.8||18.9%||58.1%||82.9%||94.0%||98.1%||99.5%||99.9%||100.0%||Snap||42%||106.5||Snap||44.7&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-35||20.1||29.5%||68.3%||88.8%||96.6%||99.1%||99.8%||99.9%||100.0%||Auto*||24.5%||116.0||Auto||39.0&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-35||26.9||61.9%||90.8%||98.2%||99.7%||100.0%||100.0%||100.0%||100.0%||Snap||42%||117.4||Snap||49.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-35||30.6||60.4%||99.5%||100%||-||-||-||-||-||Snap||42%||110.1||Snap||46.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-35||24.3||49.4%||83.7%||95.9%||99.1%||99.8%||100.0%||100.0%||100.0%||Auto||22.4%||116.8||Auto||41.7&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-35||27.8||44.4%||95.6%||100.0%||100%||-||-||-||-||Auto||22.4%||109.4||Auto||40.0&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-35||34.3||86.8%||100%||-||-||-||-||-||-||Aimed||80.5%||105.4||Snap||50.9&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Aimed||80.5%||93.2||Snap||45.0&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-35||25.2||53.8%||86.4%||96.8%||99.4%||99.9%||100.0%||100.0%||100.0%||Auto||19.6%||78.6||Auto||25.8&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-35||27.5||64.5%||92.0%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||Auto*||32.2%||64.2||Auto||34.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-35||29.7||74.9%||96.0%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||Snap||35%||122.3||Snap||42.8&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-35||26.3||59.0%||89.3%||97.8%||99.6%||99.9%||100.0%||100.0%||100.0%||Auto||35%||55.6||Auto||30.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-35||29.3||73.3%||95.5%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto*||38.5%||55.7||Auto||36.2&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-35||31.1||81.4%||97.8%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto*||35%||54.6||Auto||35.1&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-35||29.2||74.0%||95.1%||99.2%||99.9%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||128.4||Snap||52.7&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-35||30.0||56.9%||98.9%||100%||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;108.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-35||33.9||83.1%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;87.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;75.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-35||35.0||97.8%||100%||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.6&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||35-35||35.0||100%||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-35||28.1||67.2%||92.7%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||42.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Snap fire becomes more TU-efficient at never/125 (Rifle), never/116+ (Laser Rifle), 107+/93-112 (Plasma Rifle), 122+/106+ (Heavy Plasma) Firing Accuracy (standing/kneeling)&lt;br /&gt;
&lt;br /&gt;
===Snakeman===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Snakeman Soldier (health 45, front armour 20, under armour 12)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|11HK!!rowspan=&amp;quot;2&amp;quot;|12HK!!rowspan=&amp;quot;2&amp;quot;|13HK!!rowspan=&amp;quot;2&amp;quot;|14HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|16HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-32||10.0||0%||9.5%||27.8%||48.0%||65.3%||78.3%||87.1%||92.6%||95.9%||97.8%||98.8%||99.4%||99.7%||99.9%||99.9%||100.0%||Snap||42%||214.3||Snap||90.0&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-40||13.4||0%||20.5%||45.9%||66.8%||81.2%||89.9%||94.8%||97.5%||98.8%||99.4%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||Auto||24.5%||204.8||Auto||57.9&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-45||27.9||42.5%||75.6%||91.2%||97.1%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||153.1||Snap||64.3&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||100%||14-45||35.6||41.5%||96.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Snap||42%||127.7||Snap||53.6&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-45||22.2||23.5%||56.9%||79.2%||91.0%||96.3%||98.6%||99.5%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||165.7||Auto||48.9&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||100%||10-45||31.0||22.2%||87.0%||99.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||Auto||22.4%||127.4||Auto||40.1&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||100%||25-45||42.2||73.7%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||117.7||Snap||56.8&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||100%||38-45||44.7||93.1%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Aimed||80.5%||99.6||Snap||48.1&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-45||24.2||30.1%||64.0%||84.1%||93.7%||97.7%||99.2%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||107.1||Auto||29.2&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-45||29.0||46.3%||78.7%||92.8%||97.8%||99.4%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||77.7||Auto||36.5&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-45||33.7||62.0%||89.3%||97.4%||99.4%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||143.2||Snap||50.1&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-45||26.6||38.1%||71.7%||89.0%||96.1%||98.7%||99.6%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||70.0||Auto||33.4&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-45||33.0||59.6%||88.0%||96.9%||99.3%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||62.8||Auto||37.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-45||36.6||71.9%||94.2%||99.0%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||58.9||Auto||35.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-45||36.0||68.5%||93.1%||98.7%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||136.3||Snap||56.0&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||100%||13-45||34.6||37.3%||94.5%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;126.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||100%||23-45||41.4||69.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;98.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||100%||43-45||45.0||98.2%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;76.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||100%||33-45||44.1||86.8%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Throw||&amp;quot;100%&amp;quot;||&amp;quot;84.9&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||100%||45-45||45.0||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-45||30.2||50.4%||81.1%||93.8%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||53.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Cyberdisc (health 120, front armour 34, under armour 34)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||80%||0-7||0.7||0%||0%||0%||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.6%||3.4%||11.0%||24.1%||57.8%||Snap||42%||2115.1||Snap||888.3&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||80%||0-14||2.0||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||1.8%||13.2%||36.9%||63.1%||82.2%||92.7%||99.1%||Auto||24.5%||1366-1415||Auto||346.5&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||80%||0-55||17.1||0%||0%||4.9%||16.8%||33.2%||50.4%||65.4%||77.2%||85.6%||91.3%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||539.6||Snap||226.6&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||60%||0-30||3.6||0%||0%||0.0%||0.0%||0.7%||4.8%||15.3%||32.0%||50.9%||67.8%||98.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||42%||762.8||Snap||320.4&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||80%||0-33||8.1||0%||0%||0%||0.2%||1.5%||4.9%||10.9%||19.3%||29.5%||40.6%||83.7%||97.4%||99.7%||100.0%||100.0%||100.0%||100.0%||Auto||22.4%||718.6||Auto||171.3&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||60%||0-5||0.6||0%||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.6%||8.4%||28.8%||53.8%||74.1%||86.9%||97.3%||Auto||22.4%||1839-1900||Auto||425.4&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||60%||0-120||39.4||0.0%||28.6%||83.8%||98.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||269.5||Snap||130.2&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||60%||0-120||94.3||33.0%||98.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||157.2||Snap||75.9&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||100%||0-58||18.4||0%||0.1%||6.8%||21.0%||39.0%||56.4%||70.8%||81.5%||88.8%||93.5%||99.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||19.6%||284.6||Auto||62.6&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||100%||0-86||30.9||0%||12.2%||36.0%||59.5%||76.9%||87.8%||94.0%||97.2%||98.7%||99.4%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||165.7||Auto||60.4&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||100%||0-120||53.7||9.9%||45.9%||73.5%||88.6%||95.5%||98.4%||99.4%||99.8%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||272.4||Snap||95.3&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||100%||0-70||23.7||0%||3.5%||18.4%||39.2%||59.1%||74.7%||85.3%||91.9%||95.7%||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||163.3||Auto||63.5&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||100%||0-120||49.6||4.3%||39.0%||68.3%||85.5%||94.0%||97.7%||99.1%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||38.5%||109.3||Auto||48.3&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||100%||0-120||70.9||33.3%||70.4%||89.3%||96.6%||99.0%||99.7%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||83.1||Auto||38.9&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-120||113.6||84.1%||99.5%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||113.3||Snap||46.5&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||60%||0-26||2.3||0%||0%||0.0%||0.0%||0.0%||0.5%||2.6%||8.3%||18.1%||31.3%||86.9%||98.8%||99.9%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;913.2&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||60%||0-107||29.9||0%||9.6%||60.4%||92.3%||99.1%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;254.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||60%||0-120||107.4||59.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;105.7&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||60%||0-120||74.7||9.6%||89.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;151.1&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||60%||113-120||120.0||100.0%||100%||-||-||-||-||-||-||-||-||-||-||-||-||-||-||-||Launch||&amp;quot;100%&amp;quot;||&amp;quot;66.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-96||35.5||0%||15.7%||40.0%||62.2%||78.2%||88.2%||94.0%||97.0%||98.6%||99.3%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||n/a||n/a||n/a||Melee||128.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
====Front====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, front armour 145, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||19.6%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-35||3.5||0%||0%||0.0%||0.1%||0.4%||0.9%||1.7%||2.8%||4.3%||6.2%||20.6%||39.9%||58.8%||73.9%||84.5%||91.3%||97.6%||Auto||32.2%||868-904||Auto||291.1&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||23.4||5.8%||19.0%||34.3%||48.7%||61.1%||71.2%||79.1%||85.0%||89.4%||92.6%||98.9%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||499.0||Snap||174.7&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||38.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-39||4.1||0%||0%||0.1%||0.4%||1.0%||1.9%||3.4%||5.3%||7.7%||10.5%||29.9%||51.7%||70.1%||83.0%||90.9%||95.4%||99.0%||Auto||35%||719-753||Auto||263.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||n/a||n/a||n/a||Melee||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rear====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sectopod (health 96, rear armour 100, under armour 90)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weapon!!rowspan=&amp;quot;2&amp;quot;|Pwr.!!rowspan=&amp;quot;2&amp;quot;|Mod.!!rowspan=&amp;quot;2&amp;quot;|Dmg.&amp;lt;br/&amp;gt;range!!rowspan=&amp;quot;2&amp;quot;|Avg.&amp;lt;br/&amp;gt;per hit!!rowspan=&amp;quot;2&amp;quot;|1HK!!rowspan=&amp;quot;2&amp;quot;|2HK!!rowspan=&amp;quot;2&amp;quot;|3HK!!rowspan=&amp;quot;2&amp;quot;|4HK!!rowspan=&amp;quot;2&amp;quot;|5HK!!rowspan=&amp;quot;2&amp;quot;|6HK!!rowspan=&amp;quot;2&amp;quot;|7HK!!rowspan=&amp;quot;2&amp;quot;|8HK!!rowspan=&amp;quot;2&amp;quot;|9HK!!rowspan=&amp;quot;2&amp;quot;|10HK!!rowspan=&amp;quot;2&amp;quot;|15HK!!rowspan=&amp;quot;2&amp;quot;|20HK!!rowspan=&amp;quot;2&amp;quot;|25HK!!rowspan=&amp;quot;2&amp;quot;|30HK!!rowspan=&amp;quot;2&amp;quot;|35HK!!rowspan=&amp;quot;2&amp;quot;|40HK!!rowspan=&amp;quot;2&amp;quot;|50HK!!colspan=&amp;quot;3&amp;quot;|At range!!colspan=&amp;quot;2&amp;quot;|Close combat&lt;br /&gt;
|-&lt;br /&gt;
!Mode!!Acc.!!%TU/kill!!Mode!!%TU/kill&lt;br /&gt;
|-&lt;br /&gt;
!Pistol&lt;br /&gt;
|26||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!Rifle&lt;br /&gt;
|30||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||24.5%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!HC-AP&lt;br /&gt;
|56||100%||0-12||0.7||0%||0%||0%||0%||0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.0%||0.1%||0.4%||1.4%||3.5%||7.1%||19.7%||Snap||42%||5460.5||Snap||2293.4&lt;br /&gt;
|-&lt;br /&gt;
!HC-HE&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Snap||42%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-AP&lt;br /&gt;
|42||100%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!AC-HE&lt;br /&gt;
|44||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||22.4%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Sml&lt;br /&gt;
|75||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Aimed||80.5%||∞||Snap||∞&lt;br /&gt;
|-&lt;br /&gt;
!RL-Lge&lt;br /&gt;
|100||80%||0-96||13.1||0.0%||0.9%||7.8%||24.0%||45.2%||65.1%||80.1%||89.6%||95.0%||97.7%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||80.5%||555.4||Snap||268.3&lt;br /&gt;
|-&lt;br /&gt;
!LasPist&lt;br /&gt;
|46||150%||0-38||5.3||0%||0%||0.2%||0.8%||2.0%||4.1%||7.0%||10.8%||15.3%||20.5%||49.7%||73.9%||88.3%||95.3%||98.3%||99.4%||99.9%||Auto||19.6%||716.1||Auto||147.1&lt;br /&gt;
|-&lt;br /&gt;
!LasRfle&lt;br /&gt;
|60||150%||0-80||17.9||0%||7.6%||19.7%||33.5%||47.0%||59.1%||69.2%||77.2%||83.5%||88.2%||98.2%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||32.2%||236.9||Auto||83.7&lt;br /&gt;
|-&lt;br /&gt;
!HvyLas&lt;br /&gt;
|85||150%||0-96||40.2||23.4%||49.0%||68.7%||81.8%||89.8%||94.5%||97.1%||98.5%||99.2%||99.6%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Snap||35%||281.6||Snap||98.6&lt;br /&gt;
|-&lt;br /&gt;
!PlasPist&lt;br /&gt;
|52||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Auto||35%||∞||Auto||∞&lt;br /&gt;
|-&lt;br /&gt;
!PlasRfle&lt;br /&gt;
|80||80%||0-28||3.0||0%||0%||0%||0.0%||0.1%||0.3%||0.6%||1.2%||2.1%||3.3%||15.4%||34.8%||55.4%||72.5%||84.4%||91.8%||98.1%||Auto||38.5%||794-826||Auto||317.9&lt;br /&gt;
|-&lt;br /&gt;
!HvyPlas&lt;br /&gt;
|115||80%||0-84||19.1||0%||8.8%||22.2%||36.9%||50.8%||62.8%||72.6%||80.2%||86.0%||90.2%||98.6%||99.8%||100.0%||100.0%||100.0%||100.0%||100.0%||Auto||35%||214.9||Auto||82.4&lt;br /&gt;
|-&lt;br /&gt;
!SmlLnch&lt;br /&gt;
|90||100%||0-96||59.3||27.8%||71.3%||91.5%||97.9%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Aimed||77%||206.6||Snap||84.8&lt;br /&gt;
|-&lt;br /&gt;
!Grenade&lt;br /&gt;
|50||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!PrxGrnd&lt;br /&gt;
|70||80%||0-0||&#039;&#039;&#039;0.0&#039;&#039;&#039;||colspan=&amp;quot;17&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|immune||Throw||&amp;quot;100%&amp;quot;||∞||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!HighEx&lt;br /&gt;
|110||80%||0-96||28.9||1.0%||20.9%||55.5%||81.1%||93.5%||98.1%||99.5%||99.9%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;263.0&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!AlnGrnd&lt;br /&gt;
|90||80%||0-45||3.2||0%||0.0%||0.0%||0.0%||0.2%||0.9%||2.6%||5.8%||10.8%||17.7%||63.9%||91.4%||98.6%||99.8%||100.0%||100.0%||100.0%||Throw||&amp;quot;100%&amp;quot;||&amp;quot;1081.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!Blaster&lt;br /&gt;
|200||80%||0-96||95.4||97.8%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||100.0%||Launch||&amp;quot;100%&amp;quot;||&amp;quot;67.4&amp;quot;||n/a||n/a&lt;br /&gt;
|-&lt;br /&gt;
!StunRod&lt;br /&gt;
|65||100%||0-30||3.5||0%||0%||0%||0.0%||0.0%||0.1%||0.3%||0.6%||1.1%||1.7%||9.0%||23.0%||40.5%||57.8%||72.1%||82.7%||94.3%||n/a||n/a||n/a||Melee||893.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Armoured_Sectopod_(Hardmode)&amp;diff=121338</id>
		<title>Talk:Armoured Sectopod (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Armoured_Sectopod_(Hardmode)&amp;diff=121338"/>
		<updated>2025-03-29T09:54:49Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Magic9mushroom moved page Talk:Armoured Sectopod to Talk:Armoured Sectopod (Hardmode) without leaving a redirect: moving mod content out of mainspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have to check about the damage valuas you said when shooting Armoured Sectopod with Heavy Laser/Sniper.&lt;br /&gt;
Wasn&#039;t aware that is could also be damaged by it :D&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Theoretically, if my math is not wrong, a Heavy Laser/Sniper can deal between 0 to 45 damage to the front armour of the Armoured Sectopod. So technically you could damage/kill it through the front, but practically you will need to fire a L O T of shots into it to damage it, considering you will need very high rolling damage to get through that thick armour. &lt;br /&gt;
&lt;br /&gt;
I was more so noting the difference in damage resistance between Lasers and Plasma, and that amusingly the Sniper Lasers are almost as strong as Elerium Plasma Snipers against this target. &lt;br /&gt;
&lt;br /&gt;
Ideallly though shooting through the front armour with a Laser is not efficent. - Steelpoint&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armoured_Sectopod_(Hardmode)&amp;diff=121337</id>
		<title>Armoured Sectopod (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armoured_Sectopod_(Hardmode)&amp;diff=121337"/>
		<updated>2025-03-29T09:54:49Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Magic9mushroom moved page Armoured Sectopod to Armoured Sectopod (Hardmode) without leaving a redirect: moving mod content out of mainspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:armoured_sectopod.png|right|Armoured Sectopod]]&lt;br /&gt;
The &#039;&#039;&#039;Armoured Sectopod&#039;&#039;&#039; is the ultimate weapon of war and arguable the most dangerous terror unit X-COM will confront. &lt;br /&gt;
&lt;br /&gt;
In response to the X-COM threat, the Armoured Sectopod is a heavily upgraded variant of the already dangerous [[Sectopod (Hardmode) | Sectopod]]. Featuring a remodeled [[Heavy Plasma (Hardmode)| Heavy Plasma]] with high rapid fire damage output, and armour that is almost virtually impervious to all weapon fire. &lt;br /&gt;
&lt;br /&gt;
Armoured Sectopods operate alongside &#039;&#039;&#039;[[Ethereal (Hardmode) | Ethereal]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Muton Elite Guard (Hardmode)|Muton Elite Guard]]&#039;&#039;&#039; terror forces. As with all terror forces, they are encountered on &#039;&#039;&#039;Terror Missions&#039;&#039;&#039;, &#039;&#039;&#039;Base Defences&#039;&#039;&#039;, &#039;&#039;&#039;Terror&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; UFO assaults and on the final assault on &#039;&#039;&#039;Cydonia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
Tactically speaking, Armoured Sectopods operate identically to regular Sectopods. The critical differences are that this new variant features superior armour and a stronger main gun compared to its predecessor, as well as higher reaction potential. &lt;br /&gt;
&lt;br /&gt;
This model of Sectopod no longer has a vulnerability to Laser Weapons, with Lasers dealing a base of 100% damage to it, however Plasma weapons still deal a base of 80% damage, meaning &#039;&#039;&#039;[[Heavy Laser/Sniper (Hardmode)| Heavy Laser/Snipers]]&#039;&#039;&#039; are almost as effective as &#039;&#039;&#039;[[Plasma Sniper (Hardmode)| Plasma Snipers]]&#039;&#039;&#039;. Frontal attacks against this unit are unlikely to deal any appreciable damage, Plasma Snipers, Heavy Plasmas and Heavy Laser/Snipers can theoretically deal damage through the front, but are statistically more likely to be resisted against. &lt;br /&gt;
&lt;br /&gt;
The most effective method of terminating a Armoured Sectopod is either a [[Blaster Launcher (Hardmode) | Blaster Launcher]], which is very likely to destroy or heavily damage the unit, or firing high damage weapon rounds into its side or rear armour. Flanking and firing off an auto attack from a Plasma Shotgun into its rear armour is also very likely to kill an Armoured Sectopod, but at great risk to the flanking unit. As a last ditch effort try to put it out of commission with melee weapons, like the Plasma Sword.&lt;br /&gt;
&lt;br /&gt;
Furthermore the Armoured Sectopod can be stunned with the usage of stun bombs, and that if an Armoured Sectopod is captured alive, it can be processed by X-COM technicians at a workshop and made into a functional &#039;&#039;&#039;[[Walker Chassis (Hardmode)| Walker Tank HWP]]&#039;&#039;&#039; under X-COM&#039;s control.&lt;br /&gt;
&lt;br /&gt;
If there ever was a reason to stockpile blaster bombs, this unit is it.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               81&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            120&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            120&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         70&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           110&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   70&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      150&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;            125 Plasma&lt;br /&gt;
 &#039;&#039;&#039;Accuracy-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            75%&lt;br /&gt;
   &#039;&#039;&#039;Auto:&#039;&#039;&#039;            50%&lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           110%&lt;br /&gt;
 &#039;&#039;&#039;TUs-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            30%&lt;br /&gt;
   &#039;&#039;&#039;Auto:&#039;&#039;&#039;            35% 5 Shots per Salvo&lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           60%&lt;br /&gt;
===Armour===&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;155&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;140&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Damage Modifier Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage Modifier&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Armor Piercing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Incendiary&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Smoke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Aliens_Hardmode_Navbar}}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Steelpoint&amp;diff=121336</id>
		<title>User talk:Steelpoint</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Steelpoint&amp;diff=121336"/>
		<updated>2025-03-29T09:53:03Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hardmode==&lt;br /&gt;
&lt;br /&gt;
Could you please put (Hardmode) in the titles of all Hardmode articles? There may be confusion for official content otherwise. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:52, 13 December 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
I moved all the Hardmode pages that didn&#039;t have (Hardmode) in the title; all the links have been fixed except the ones on your userpage. If you write more Hardmode articles, please ensure they have (Hardmode) in the title. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:53, 29 March 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armoured_Cyberdisc_(Hardmode)&amp;diff=121335</id>
		<title>Armoured Cyberdisc (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armoured_Cyberdisc_(Hardmode)&amp;diff=121335"/>
		<updated>2025-03-29T09:49:59Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Magic9mushroom moved page Armoured Cyberdisc to Armoured Cyberdisc (Hardmode) without leaving a redirect: moving mod content out of mainspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Armoured_Cyberdisc_Icon.png|right|Armoured Cyberdisc]]&lt;br /&gt;
The &#039;&#039;&#039;Armoured Cyberdisc&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               X&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            X&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            X&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         X&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           X&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   X&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      X&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;            X&lt;br /&gt;
 &#039;&#039;&#039;Accuracy-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            X%&lt;br /&gt;
   &#039;&#039;&#039;Auto:&#039;&#039;&#039;            X%&lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           X%&lt;br /&gt;
 &#039;&#039;&#039;TUs-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            X%&lt;br /&gt;
   &#039;&#039;&#039;Auto:&#039;&#039;&#039;            X% &lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           X%&lt;br /&gt;
===Armour===&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Damage Modifier Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage Modifier&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Armor Piercing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Incendiary&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Smoke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Aliens_Hardmode_Navbar}}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid_Spitter_(Hardmode)&amp;diff=121334</id>
		<title>Chryssalid Spitter (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid_Spitter_(Hardmode)&amp;diff=121334"/>
		<updated>2025-03-29T09:49:37Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Magic9mushroom moved page Chryssalid Spitter to Chryssalid Spitter (Hardmode) without leaving a redirect: moving mod content out of mainspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Chryssalid_Spitter.png|right|Chryssalid Spitter]]&lt;br /&gt;
The &#039;&#039;&#039;Chryssalid Spitter&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
As the name suggests, these evolutions of the Chryssalid are capable of launching ranged attacks against hostile targets. These ranged &amp;quot;spit&amp;quot; attacks are equally as deadly as its melee attacks are, and are capable of converting humans into zombies as effectively as its melee swipes. &lt;br /&gt;
&lt;br /&gt;
As spitters now possess a ranged attack, they can also fire reaction shots which can near instantly kill any human solider. Extreme caution is advised when approaching a chryssalid spitter.&lt;br /&gt;
&lt;br /&gt;
Aside their new ranged attacks, spitters are almost identical in terms of statistics to their non-spitter predecessors. Tactics that work against Chryssalids will generally work on these, albeit their ability to fire on flying units.&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               127&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            110&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            162&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         86&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           100&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   46&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      150&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;            140&lt;br /&gt;
 &#039;&#039;&#039;Accuracy-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            100%&lt;br /&gt;
 &#039;&#039;&#039;TUs-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            20%&lt;br /&gt;
===Armour===&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Damage Modifier Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage Modifier&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Armor Piercing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Incendiary&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Smoke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Aliens_Hardmode_Navbar}}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Holodrone_(Hardmode)&amp;diff=121333</id>
		<title>Holodrone (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Holodrone_(Hardmode)&amp;diff=121333"/>
		<updated>2025-03-29T09:49:21Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Magic9mushroom moved page Holodrone to Holodrone (Hardmode) without leaving a redirect: moving mod content out of mainspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Holodrone.png|right|Holodrone]]&lt;br /&gt;
The &#039;&#039;&#039;Holodrone&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               X&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            X&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            X&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         X&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           X&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   X&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      X&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;            X&lt;br /&gt;
 &#039;&#039;&#039;Accuracy-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            X%&lt;br /&gt;
   &#039;&#039;&#039;Auto:&#039;&#039;&#039;            X%&lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           X%&lt;br /&gt;
 &#039;&#039;&#039;TUs-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            X%&lt;br /&gt;
   &#039;&#039;&#039;Auto:&#039;&#039;&#039;            X% &lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           X%&lt;br /&gt;
===Armour===&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Damage Modifier Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage Modifier&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Armor Piercing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Incendiary&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Smoke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Aliens_Hardmode_Navbar}}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cybermite_(Hardmode)&amp;diff=121332</id>
		<title>Cybermite (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cybermite_(Hardmode)&amp;diff=121332"/>
		<updated>2025-03-29T09:49:07Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: Magic9mushroom moved page Cybermite to Cybermite (Hardmode) without leaving a redirect: moving mod content out of mainspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cybermite.png|right|Cybermite]]&lt;br /&gt;
The &#039;&#039;&#039;Cybermite&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
While a cybermites physical attacks are of little threat, and their health and armour leave it vulnerable, the true strength of this terror unit is in its death. On death cybermites will cause a large explosion akin to a cyberdisc. While the explosion is not powerful enough that a soldier with decent armour should survive, however it is powerful enough to destroy corpses and discarded equipment. Furthermore the risk of a reaction fire soldier striker a close range cybermite and suffering an explosion is high. &lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               X&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            X&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            X&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         X&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           X&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   X&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      X&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;            X&lt;br /&gt;
 &#039;&#039;&#039;Accuracy-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            X%&lt;br /&gt;
   &#039;&#039;&#039;Auto:&#039;&#039;&#039;            X%&lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           X%&lt;br /&gt;
 &#039;&#039;&#039;TUs-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            X%&lt;br /&gt;
   &#039;&#039;&#039;Auto:&#039;&#039;&#039;            X% &lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           X%&lt;br /&gt;
===Armour===&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Damage Modifier Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage Modifier&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Armor Piercing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Incendiary&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Smoke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Aliens_Hardmode_Navbar}}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid_Elite_(Hardmode)&amp;diff=121331</id>
		<title>Sectoid Elite (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid_Elite_(Hardmode)&amp;diff=121331"/>
		<updated>2025-03-29T09:48:30Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: fixing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Sectoid_Elite.png|right|Sectoid Elite]]&lt;br /&gt;
The &#039;&#039;&#039;Sectoid Elite&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
Sectoid Elite terror forces make usage of &#039;&#039;&#039;[[Armoured Cyberdisc (Hardmode)|Armoured Cyberdiscs]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Sectopod (Hardmode)|Sectopods]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               60 - 64&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            60 - 64&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            100 - 104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         69 - 73&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           90 - 100&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   58 - 63&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      80&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill&#039;&#039;&#039;          30 - 35&lt;br /&gt;
 &lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Elite Common&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader/Commander&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Damage Modifier Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage Modifier&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Armor Piercing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Incendiary&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Smoke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Aliens_Hardmode_Navbar}}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_(Hardmode)&amp;diff=121330</id>
		<title>Muton (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_(Hardmode)&amp;diff=121330"/>
		<updated>2025-03-29T09:47:54Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: fixing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Muton.png|right|Muton]]&lt;br /&gt;
The &#039;&#039;&#039;Muton&#039;&#039;&#039; TBA&lt;br /&gt;
&lt;br /&gt;
Muton terror forces make usage of &#039;&#039;&#039;[[Celatid (Hardmode)|Celatids]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Muton Berserker (Hardmode)|Muton Berserkers]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Armoured Cyberdisc (Hardmode)|Armoured Cyberdiscs]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               56&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            125&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         60&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           90&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   54&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      40&lt;br /&gt;
 &lt;br /&gt;
===Armour===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Soldier&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Navigator&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Engineer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Damage Modifier Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage Modifier&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Armor Piercing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Incendiary&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Smoke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Aliens_Hardmode_Navbar}}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_Elite_(Hardmode)&amp;diff=121329</id>
		<title>Muton Elite (Hardmode)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_Elite_(Hardmode)&amp;diff=121329"/>
		<updated>2025-03-29T09:47:28Z</updated>

		<summary type="html">&lt;p&gt;Magic9mushroom: fixing links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hardmode|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Image:muton_elite.png|right|Muton Elite]]&lt;br /&gt;
The &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; represent the elite warriors of the Muton species. Granted access to superior armour compared to their more common subordinates and a degree of genetic enhancements that slightly increases their combat skills. &lt;br /&gt;
&lt;br /&gt;
Typically encountered early on in limited numbers commanding the [[Muton (Hardmode) |Mutons]] as Leaders. As the war progresses the Aliens will eventually begin fielding UFO crews manned entirely by Muton Elites. &lt;br /&gt;
&lt;br /&gt;
Muton Elite terror forces make usage of &#039;&#039;&#039;[[Sectopod (Hardmode) |Sectopods]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Armoured Cyberdisc (Hardmode)|Armoured Cyberdiscs]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Muton Berserker (Hardmode)| Muton Berserkers]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
Muton Elite are very similar in combat capabilities as regular Mutons. High health, strength, fast on the battlefield, average firing accuracy. The critical difference is that Muton Elite&#039;s wear far superior armour compared to Mutons, furthermore their armour has a slight resistance to laser weaponry, heavier ordinance will be required to reliably defeat these aliens. They retain full vulnerability to plasma weapons however. &lt;br /&gt;
&lt;br /&gt;
One strategic note to be aware of is that Muton Elites, unlike Mutons, do possess &#039;Leader&#039; ranked soldiers within their ranks. In the mid game when Mutons make their apperance known, you will only encounter Muton Elites filling in the role of Leaders for Muton forces. This could give a skewed opinion of these aliens as Leader ranked Muton Elites have the chance to wield very powerful weapons and have slightly increased combat statistics. &lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               64 - 68&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            125 - 135&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90 - 94&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         74 - 78&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           90 - 100&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   66 - 70&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      80 - 90&lt;br /&gt;
 &lt;br /&gt;
===Armour===&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Damage Modifier Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage Modifier&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Armor Piercing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Incendiary&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Smoke&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Aliens_Hardmode_Navbar}}&lt;/div&gt;</summary>
		<author><name>Magic9mushroom</name></author>
	</entry>
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