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	<updated>2026-05-01T05:32:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Movement_(EU2012)&amp;diff=54343</id>
		<title>Movement (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Movement_(EU2012)&amp;diff=54343"/>
		<updated>2013-12-16T10:37:44Z</updated>

		<summary type="html">&lt;p&gt;Manski: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Range of Movement (or Speed) is a hidden attribute in XCOM EU. &lt;br /&gt;
&lt;br /&gt;
A soldier&#039;s range of movement value is 12, which translates into 7 tiles (cell/square) for a half-turn move, and 15 tiles when dashing - both when running a straight line.&lt;br /&gt;
&lt;br /&gt;
According to [http://gaming.stackexchange.com/a/94286/35810 this post], the conversion for a &#039;&#039;half-turn&#039;&#039; move is: &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;round_down(attribute value * 0.625)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, with a value of 12, we get: &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;12 * 0.625 = 7.5 =&amp;gt; round_down(7.5) = 7 tiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;dashing&#039;&#039;, the value is doubled, so we get: &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;12 * 0.625 * 2 = 15 tiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the [[Second Wave (EU2012)|Second Wave]] option &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, the movement attribute may vary between 11 (6 and 13 tiles) and 14 (strangely 9 and 18 tiles).&lt;br /&gt;
&lt;br /&gt;
With the option &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; the  movement attribute may increase when a [[Soldiers (EU2012)|Soldier]] is promoted. This doesn&#039;t seem to be the case, when &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; is not selected.&lt;br /&gt;
&lt;br /&gt;
There are a couple of things that allow you to increase movement:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; ability of the [[Support (EU2012)|support class]]: +3 tiles (+6 tiles when dashing)&lt;br /&gt;
* Armor&lt;br /&gt;
** [[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
** [[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
** [[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
* [[Combat Stims (EU2012)|Combat Stims]]&lt;br /&gt;
* &#039;&#039;Combat Rush&#039;&#039; (triggered by the &#039;&#039;Adrenal Neurosympathy&#039;&#039; [[Gene Mods (EU2012)|gene mod]])&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Manski</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=54096</id>
		<title>Gene Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=54096"/>
		<updated>2013-12-09T22:02:27Z</updated>

		<summary type="html">&lt;p&gt;Manski: Added link to &amp;quot;Movement&amp;quot; page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Custodiam (EU2012).png|right|100px|Translation: &amp;quot;To Change the Custodians&amp;quot;]]&lt;br /&gt;
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
&lt;br /&gt;
Gene Mods cost both credits (§) and Meld and be can applied to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost). &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gene Modding&#039;&#039;&#039;&lt;br /&gt;
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]&lt;br /&gt;
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete.&lt;br /&gt;
* Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies). &lt;br /&gt;
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Genetics Lab Projects==&lt;br /&gt;
===Brain===&lt;br /&gt;
====Neural Damping====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Neural Damping&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align=&amp;quot;center&amp;quot; | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Good on soldiers with low will who spend a lot of time in the thick of it.&lt;br /&gt;
* Also useful for units that may be able to demolish your unit from within, (such as shotgun Assaults or Heavies packing Blaster Launchers) or for units that are strategy critical (such as whoever&#039;s packing the Arc Thrower)&lt;br /&gt;
&lt;br /&gt;
====Neural Feedback====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align=&amp;quot;center&amp;quot; | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align=&amp;quot;center&amp;quot; |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] &#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker&#039;s chance of success.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The feedback response has a base damage of 1, and goes up by 1 per 10 will. May be a better long-term choice as a [[Squads (EU2012)#Squad Leader|Squad Leader]] with high Will &amp;amp; [[Officer Training School (EU2012)|Lead By Example]] will greatly assist in defending against Psi Attacks but still damage Ethereals and Sectoid Commanders. It is also a cheaper use of Meld and [[Medals (EU2012)|medals]] can provide immunity to panic.&lt;br /&gt;
===Eyes===&lt;br /&gt;
====Hyper Reactive Pupils====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this mod. &lt;br /&gt;
* Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.&lt;br /&gt;
* Despite the flavor text, the bonus is generic and applies to your next shot, regardless of if you move or even if the shot is taken at the same alien that you missed the first time.&lt;br /&gt;
&lt;br /&gt;
====Depth Perception====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* On a Damn Good Ground [[Sniper (EU2012)|Sniper]], with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...&lt;br /&gt;
===Heart===&lt;br /&gt;
====Secondary Heart====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align=&amp;quot;center&amp;quot; | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] &#039;&#039;Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
* Very useful for your [[Psionic (EU2012)|Psi]] Squad or for [[Assault (EU2012)|Assaults]] and other soldiers more prone to Critical Wounds. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].&lt;br /&gt;
====Adrenal Neurosympathy====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039; [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align=&amp;quot;center&amp;quot; | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align=&amp;quot;center&amp;quot; |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] &#039;&#039;Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Gives +10 Aim, +5 Critical Chance and undetermined extra [[Movement (EU2012)|movement]] points. &lt;br /&gt;
* You can nearly keep this bonus active during firefights if multiple soldiers have this mod, as it cannot occur more than once every 5 turns &#039;&#039;per soldier&#039;&#039;. However, the bonus cannot &amp;quot;stack&amp;quot;, so don&#039;t expect your squad to have more than one &amp;quot;Combat Rush&amp;quot; active.&lt;br /&gt;
* Combat Rush also immediately removes panic from affected soldiers similar to Psi Inspiration.&lt;br /&gt;
&lt;br /&gt;
===Skin===&lt;br /&gt;
====Bioelectric Skin====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] ||  align=&amp;quot;center&amp;quot; |  [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] &#039;&#039;The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you&#039;ll know what&#039;s behind that door. Is &amp;quot;wall-piercing.&amp;quot; In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct &amp;quot;electrical sphere&amp;quot; signals nearby.&lt;br /&gt;
&lt;br /&gt;
====Mimetic Skin====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align=&amp;quot;center&amp;quot; | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] &#039;&#039;Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier&#039;s starting position. Leaving cover or firing will break this concealment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* In practice: be out of Line of Sight of an enemy, then move to &#039;&#039;&#039;full&#039;&#039;&#039; cover: soldier will essentially Ghost Mode before moving. Moving while Concealed with any enemies within line of sight of that unit will break Concealment, regardless of what cover is moved to/from. Soldiers with Low Profile can utilize Low Cover to Conceal, making this ability all the more useful. As it does mimic Ghosting, you &#039;&#039;cannot&#039;&#039; use [[Ghost Armor (EU2012)|Ghost Armor]]&#039;s mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).&lt;br /&gt;
* A soldier with Low Profile can move to Low Cover to trigger Mimetic Skin.  Works great for high level snapshot snipers!&lt;br /&gt;
&lt;br /&gt;
===Legs===&lt;br /&gt;
====Muscle Fiber Density====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Muscle Fiber Density&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] ||  align=&amp;quot;center&amp;quot; | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] ||  align=&amp;quot;center&amp;quot; |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] &#039;&#039;Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Equally useful as the Skeleton/Ghost armor&#039;s grapple, somewhat less than Archangel&#039;s flight (except that there&#039;s no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].&lt;br /&gt;
* Not as useful as Adaptive Bone Marrow as most firefights are fought on somewhat equal elevations. However, a Covert Operative can make best use as they move around maps to hack EXALT Comms, especially if paired with Mimetic Skin.&lt;br /&gt;
====Adaptive Bone Marrow====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] || align=&amp;quot;center&amp;quot; |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] &#039;&#039;Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Stacks with the [[OTS (EU2012)|OTS]]&#039;s Rapid Recovery causing soldiers to recover even faster from injuries.&lt;br /&gt;
* Pairs well with Secondary Heart to preserve your [[Psionic (EU2012)|Psi]] soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).&lt;br /&gt;
* Resolves at the end of the X-COM turn.  So be careful with badly wounded units if dealing with robots or enemies on Overwatch.&lt;br /&gt;
&lt;br /&gt;
==EXALT Gene Mods==&lt;br /&gt;
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique. &lt;br /&gt;
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;  - &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance.&#039;&#039; &lt;br /&gt;
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same Gene Mod as described above. &lt;br /&gt;
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] &#039;&#039;&#039;Iron Skin&#039;&#039;&#039; - &#039;&#039;All damage taken is reduced by 25%.&#039;&#039;&lt;br /&gt;
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]&lt;br /&gt;
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] &#039;&#039;&#039;Adrenaline Surge&#039;&#039;&#039; - &#039;&#039;Confers +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
**Used by [[EXALT Elite Operative (EU2012)|Elite Operatives]], activates when the Operative is wounded.&lt;br /&gt;
* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] &#039;&#039;&#039;Regen Pheromones&#039;&#039;&#039; - &#039;&#039;This unit and all nearby allies are healed for 1 health each turn.&#039;&#039;&lt;br /&gt;
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Manski</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Movement_(EU2012)&amp;diff=54095</id>
		<title>Movement (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Movement_(EU2012)&amp;diff=54095"/>
		<updated>2013-12-09T22:00:31Z</updated>

		<summary type="html">&lt;p&gt;Manski: Added list of things that increase movement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Range of Movement (or Speed) is a hidden attribute in XCOM EU. &lt;br /&gt;
&lt;br /&gt;
A soldier&#039;s range of movement value is 12, which translates into 7 tiles (cell/square) for a half-turn move, and 15 tiles when dashing - both when running a straight line.&lt;br /&gt;
&lt;br /&gt;
According to [http://gaming.stackexchange.com/a/94286/35810 this post], the conversion for a &#039;&#039;half-turn&#039;&#039; move is: &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;round_down(attribute value * 0.625)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, with a value of 12, we get: &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;12 * 0.625 = 7.5 =&amp;gt; round_down(7.5) = 7 tiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;dashing&#039;&#039;, the value is doubled, so we get: &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;12 * 0.625 * 2 = 15 tiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the [[Second Wave (EU2012)|Second Wave]] option &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, the movement attribute may vary between 11 (6 and 13 tiles) and 14 (8 and 17 tiles).&lt;br /&gt;
&lt;br /&gt;
With the option &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; the  movement attribute may increase when a [[Soldiers (EU2012)|Soldier]] is promoted. This doesn&#039;t seem to be the case, when &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; is not selected.&lt;br /&gt;
&lt;br /&gt;
There are a couple of things that allow you to increase movement:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; ability of the [[Support (EU2012)|support class]]: +3 tiles (+6 tiles when dashing)&lt;br /&gt;
* Armor&lt;br /&gt;
** [[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
** [[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
** [[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
* [[Combat Stims (EU2012)|Combat Stims]]&lt;br /&gt;
* &#039;&#039;Combat Rush&#039;&#039; (triggered by the &#039;&#039;Adrenal Neurosympathy&#039;&#039; [[Gene Mods (EU2012)|gene mod]])&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Manski</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Movement_(EU2012)&amp;diff=54078</id>
		<title>Movement (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Movement_(EU2012)&amp;diff=54078"/>
		<updated>2013-12-09T21:39:45Z</updated>

		<summary type="html">&lt;p&gt;Manski: changed &amp;quot;game squares&amp;quot; to &amp;quot;tiles&amp;quot; as this seems to be the official name according to the &amp;quot;Sprinter&amp;quot; ability.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Range of Movement (or Speed) is a hidden attribute in XCOM EU. &lt;br /&gt;
&lt;br /&gt;
A soldier&#039;s range of movement value is 12, which translates into 7 tiles (cell/square) for a half-turn move, and 15 tiles when dashing - both when running a straight line.&lt;br /&gt;
&lt;br /&gt;
According to [http://gaming.stackexchange.com/a/94286/35810 this post], the conversion for a &#039;&#039;half-turn&#039;&#039; move is: &lt;br /&gt;
&lt;br /&gt;
 round_down(attribute value * 0.625)&lt;br /&gt;
&lt;br /&gt;
So, with a value of 12, we get: &#039;&#039;12 * 0.625 = 7.5 =&amp;gt; round_down(7.5) = 7 tiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;dashing&#039;&#039;, the value is doubled, so we get: &#039;&#039;&#039;12 * 0.625 * 2 = 15 tiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the [[Second Wave (EU2012)|Second Wave]] option &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, the movement attribute may vary between 11 (6 and 13 tiles) and 14 (8 and 17 tiles).&lt;br /&gt;
&lt;br /&gt;
With the option &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; the  movement attribute may increase when a [[Soldiers (EU2012)|Soldier]] is promoted. This doesn&#039;t seem to be the case, when &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; is not selected.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Manski</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Movement_(EU2012)&amp;diff=54023</id>
		<title>Movement (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Movement_(EU2012)&amp;diff=54023"/>
		<updated>2013-12-08T07:09:55Z</updated>

		<summary type="html">&lt;p&gt;Manski: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Range of Movement (or Speed) is a hidden attribute in XCOM EU. &lt;br /&gt;
&lt;br /&gt;
A soldier&#039;s range of movement value is 12, which translates into 7 cells for a half-turn move, and 15 cells when dashing - both when running a straight line.&lt;br /&gt;
&lt;br /&gt;
According to [http://gaming.stackexchange.com/a/94286/35810 Arqade], the conversion for a half-turn move is: &lt;br /&gt;
&lt;br /&gt;
 round_down(attribute value * 0.625)&lt;br /&gt;
&lt;br /&gt;
So, with a value of 12, we get: &#039;&#039;12 * 0.625 = 7.5 =&amp;gt; round_down(7.5) = 7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the [[Second Wave (EU2012)|Second Wave]] option &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, the movement attribute may vary between 11 (6 and 13 cells) and 14 (8 and 17 cells).&lt;br /&gt;
&lt;br /&gt;
With the option &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; the  movement attribute may increase when a [[Soldiers (EU2012)|Soldier]] is promoted. This doesn&#039;t seem to be the case, when &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; is not selected.&lt;/div&gt;</summary>
		<author><name>Manski</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Abductions_(EU2012)&amp;diff=54022</id>
		<title>Alien Abductions (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Abductions_(EU2012)&amp;diff=54022"/>
		<updated>2013-12-08T07:07:22Z</updated>

		<summary type="html">&lt;p&gt;Manski: Added note about satelite coverage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC hidden}}{{Ref Open | title = Mission Brief &amp;amp; Objectives }}&lt;br /&gt;
[[File:Alien Abductions (EU2012).png|150px|right|Alien Abductions]]&lt;br /&gt;
Alien abduction in progress. Site is clear of civilians and multiple hostile elements are present. Collateral damage is not a concern.&lt;br /&gt;
* Sweep the abduction site and identify threats&lt;br /&gt;
* Neutralize all hostile targets&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Abductions Map List==&lt;br /&gt;
{{Col}}&lt;br /&gt;
*[[Bar (EU2012)|Bar]]&lt;br /&gt;
*[[Boulevard (EU2012)|Boulevard]]&lt;br /&gt;
*[[CemeteryGrand (EU2012)|CemeteryGrand]]&lt;br /&gt;
*[[Commercial Alley (EU2012)|Commercial Alley]]&lt;br /&gt;
*[[CommercialStreet (EU2012)|Commercial Street]]&lt;br /&gt;
*[[ConvenienceStore (EU2012)|Convenience Store]]&lt;br /&gt;
*[[Demolition (EU2012)|Demolition]]&lt;br /&gt;
*[[FastFood (EU2012)|Fast Food]]&lt;br /&gt;
*[[GasStation (EU2012)|Gas Station]]&lt;br /&gt;
*[[HighwayBridge (EU2012)|Highway Bridge]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
*[[HighwayConstruction (EU2012)|Highway Construction]]&lt;br /&gt;
*[[Industrial Office (EU2012)|Industrial Office]]&lt;br /&gt;
*[[LiquorStore (EU2012)|Liquor Store]]&lt;br /&gt;
*[[Museum (EU2012)|Museum]] &lt;br /&gt;
*[[OfficePaper (EU2012)|Office Paper]]&lt;br /&gt;
*[[PierA (EU2012)|Pier A]]&lt;br /&gt;
*[[ResearchOutpost (EU2012)|Research Outpost]]&lt;br /&gt;
*[[RooftopsConst (EU2012)|Rooftops Const]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
*[[SlaughterhouseA (EU2012)|Slaughterhouse A]]&lt;br /&gt;
*[[SmallCemetery (EU2012)|Small Cemetery]]&lt;br /&gt;
*[[StreetHurricane (EU2012)|Street Hurricane]]&lt;br /&gt;
*[[StreetOverpass (EU2012)|Street Overpass]]&lt;br /&gt;
*[[TrainStation (EU2012)|Train Station]]&lt;br /&gt;
*[[Trainyard (EU2012)|Trainyard]]&lt;br /&gt;
*[[Truckstop (EU2012)|Truckstop]]&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* An Alien Abductions mission is a basic skirmish between the [[Alien Life Forms (EU2012)|aliens]] and XCOM.&lt;br /&gt;
* Almost all aliens can appear on Abductions with the sole exceptions of [[Outsider (EU2012)|Outsiders]], [[Sectoid Commander (EU2012)|Sectoid Commanders]] and [[Ethereal (EU2012)|Ethereals]].&lt;br /&gt;
** In [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Sectoid Commanders will appear as escorts for [[Mechtoid (EU2012)|Mechtoids]].&lt;br /&gt;
* Alien Abductions missions only appear to occur in nations where you do not have [[Satellite (EU2012)|satellite]] coverage. Thus, once you have satellite coverage over every remaining nation, you will no longer get anymore of these missions.&lt;br /&gt;
** This can be exploited by covering all but one continent that you do not wish to have the bonus from. Panic will never increase nor decrease from the Abductions because they are all on one continent.&lt;br /&gt;
** At least with the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], that&#039;s no longer true. You may get abduction missions even for countries with satellite coverage. The only way to stop abductions is to have coverage over all possible nations (i.e. excluding nations that have left the XCOM project).&lt;br /&gt;
*  You&#039;ll always be offered a choice between 3 countries, each offering a different reward if the [[Missions (EU2012)|mission]].&lt;br /&gt;
** If there are two countries remaining them the Abductions will be split between the two.&lt;br /&gt;
* There is no [[Crashed UFO (EU2012)|UFO crash]] or [[Landed UFO (EU2012)|UFO landing]] involved, so you will not be recovering a lot of [[Alien Artifacts (EU2012)|artifacts]] from this type of battle other than [[Weapon Fragments (EU2012)|Weapon Fragments]] or intact [[Weapons (EU2012)|weapons]] from [[Alien Containment (EU2012)|captured]] aliens. &lt;br /&gt;
* You should expect [[Alien Life Forms (EU2012)|aliens]] to be spread throughout the entire [[Maps (EU2012)|map]] and sweep it accordingly.&lt;br /&gt;
* To ABORT an Abduction mission on some maps you have to press &#039;Esc&#039; and select &amp;quot;Abort Mission and return to HQ.&amp;quot; There is no requirement to move to a marked field by the [[Skyranger (EU2012)|Skyranger]].&lt;br /&gt;
* In [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] two [[Meld Canister (EU2012)|Meld Canisters]] spawn spread across the map.&lt;br /&gt;
===Rewards===&lt;br /&gt;
* X - Amount of Corpses with X being the number of aliens killed.&lt;br /&gt;
* Weapon Fragments - Varies based on the aliens that apper.&lt;br /&gt;
* 0-20 Meld - Retrieved from Meld Canisters [[File:Meld Insignia (EU2012).png|20px|Enemy Within DLC Only]]&lt;br /&gt;
** More [[Meld (EU2012)|Meld]] can be recovered if [[Heavy Floater (EU2012)|Heavy Floaters]] or Mechtoids are killed at intervals of 5 per corpse.&lt;br /&gt;
*[[Alien Alloys (EU2012)|Alien Alloys]] - From Robotic Units&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]] - From Flying or Mechanical Units.&lt;br /&gt;
* Intact Weapons - Can be retrieved when aliens are captured or Mind Controlled aliens are killed.&lt;br /&gt;
* Alien Captives - Based on the number of aliens stunned during the Mission. Maximum of 36 live aliens.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* As the description clearly states, Collateral Damage is not a concern, blow the aliens to hell Commander.&lt;br /&gt;
* Move as slowly as possible and deal with one set of aliens before moving on to avoid being outnumbered.&lt;br /&gt;
** In Enemy Within you need to balance your need for Meld to your need for survival.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Missions (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Manski</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Movement_(EU2012)&amp;diff=54021</id>
		<title>Movement (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Movement_(EU2012)&amp;diff=54021"/>
		<updated>2013-12-08T07:02:38Z</updated>

		<summary type="html">&lt;p&gt;Manski: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Range of Movement (or Speed) is a hidden attribute in XCOM EU. &lt;br /&gt;
&lt;br /&gt;
A soldier&#039;s range of movement value is 12, which translates into 7 cells for a half-turn move, and 15 cells when dashing - both when running a straight line.&lt;br /&gt;
&lt;br /&gt;
According to [http://gaming.stackexchange.com/a/94286 Arqade], the conversion for a half-turn move is: &lt;br /&gt;
&lt;br /&gt;
 round_down(attribute value * 0.625)&lt;br /&gt;
&lt;br /&gt;
So, with a value of 12, we get: &#039;&#039;12 * 0.625 = 7.5 =&amp;gt; round_down(7.5) = 7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the [[Second Wave (EU2012)|Second Wave]] option &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, the movement attribute may vary between 11 (6 and 13 cells) and 14 (8 and 17 cells).&lt;br /&gt;
&lt;br /&gt;
With the option &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; the  movement attribute may increase when a [[Soldiers (EU2012)|Soldier]] is promoted. This doesn&#039;t seem to be the case, when &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; is not selected.&lt;/div&gt;</summary>
		<author><name>Manski</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=54020</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=54020"/>
		<updated>2013-12-08T06:47:49Z</updated>

		<summary type="html">&lt;p&gt;Manski: Added links to new Movement page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].&lt;br /&gt;
&lt;br /&gt;
== Second Wave Options ==&lt;br /&gt;
&#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - [[Weapons (EU2012)|Weapons]] have a much wider range of damage&lt;br /&gt;
:* Does not apply to explosives.&lt;br /&gt;
:* Random damage range varies between 1 and the weapons&#039; base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. &lt;br /&gt;
&#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
:* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.&lt;br /&gt;
:* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.&lt;br /&gt;
:* Range of [[Movement (EU2012)|Movement]]: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.&lt;br /&gt;
:* All soldiers will have the same Health Points, value is defined by the difficulty level. &lt;br /&gt;
&#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&lt;br /&gt;
:* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.&lt;br /&gt;
:* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]&#039;s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.&lt;br /&gt;
:* Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
:** [[Sniper (EU2012)|Sniper]]: 3-9&lt;br /&gt;
:** [[Support (EU2012)|Support]]: 2-6&lt;br /&gt;
:** [[Assault (EU2012)|Assault]]: 1-5&lt;br /&gt;
:** [[Heavy (EU2012)|Heavy]]: 0-2&lt;br /&gt;
:**[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.&lt;br /&gt;
:*These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]&lt;br /&gt;
&lt;br /&gt;
=== Normal Victory Unlocks===&lt;br /&gt;
&#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
:* -15 aim with light wound, -30 with heavy wound.&lt;br /&gt;
:* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].&lt;br /&gt;
:* Movement is impaired by wounds too.&lt;br /&gt;
:* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
&#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&lt;br /&gt;
:* Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
:* Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
:** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
&#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&lt;br /&gt;
:* You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
&#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
:* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.&lt;br /&gt;
:* Time for research: x3&lt;br /&gt;
:* Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)&lt;br /&gt;
:* Cost of items and facilities: x2&lt;br /&gt;
:** You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you&#039;ll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.&lt;br /&gt;
:* Days in [[Infirmary (EU2012)|Infirmary]]: x2.&lt;br /&gt;
:* Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
:* Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
:** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.&lt;br /&gt;
:* Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.&lt;br /&gt;
:** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM&#039;s end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
:*:* With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
=== Classic Victory Unlocks===&lt;br /&gt;
&#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
:* Funding is cut by 20% from countries with level 4 panic, 40% when it&#039;s level 5.&lt;br /&gt;
&#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
:* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].&lt;br /&gt;
&#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&lt;br /&gt;
:* This also increases engineer requirements for satellites.&lt;br /&gt;
:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.&lt;br /&gt;
:* Satellite build time is decreased.&lt;br /&gt;
&#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The [[Psionic (EU2012)|psionic]] gift is extremely rare.&lt;br /&gt;
:* If there isn&#039;t any Psionic soldiers, then you&#039;ll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. &lt;br /&gt;
&lt;br /&gt;
=== Impossible Victory Unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&lt;br /&gt;
:* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.&lt;br /&gt;
&#039;&#039;&#039;War Wariness&#039;&#039;&#039; - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&lt;br /&gt;
:* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. &lt;br /&gt;
&#039;&#039;&#039;E-115&#039;&#039;&#039; - [[Elerium (EU2012)|Elerium]] stores will degrade over time.&lt;br /&gt;
:* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)&lt;br /&gt;
&#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
:* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==&lt;br /&gt;
[[File:Second Wave EW (EU2012).png|right|350px|Enemy Within Second Wave options]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.&lt;br /&gt;
:* Does not affect Psi or MEC abilities.&lt;br /&gt;
:* Entire Ability tree appears to be chosen when the unit is assigned a class. Eg: Savescumming at the end of a mission, and a Rookie gains a level, or a leveled solider is given as a Abduction/Council reward (Zhang, Annete, or non-plotline), or New Guy is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines&lt;br /&gt;
&lt;br /&gt;
=== Normal Victory Unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.&lt;br /&gt;
&lt;br /&gt;
===Classic Victory Unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Drone (EU2012)|Drone]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Manski</name></author>
	</entry>
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