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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Medinoc</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Medinoc"/>
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	<updated>2026-05-01T04:38:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Electro-flare&amp;diff=85502</id>
		<title>Electro-flare</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Electro-flare&amp;diff=85502"/>
		<updated>2018-02-17T09:24:24Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: I fell in that pitfall countless times...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The electro-flare is a light &#039;grenade&#039; that provides illumination under any low light conditions. &lt;br /&gt;
&lt;br /&gt;
Unlike conventional phosphor flares, the electro-flare is not chemical, but electronic. The electronics are encased in a light but durable shell that, while unable to survive the shockwave of an explosion, will protect the delicate circuitry from being damaged when thrown against hard surfaces. &lt;br /&gt;
&lt;br /&gt;
The batteries used in the flares provide many hours of continuous illumination, making it a viable strategy for X-Com field personnel to retrieve and re-deploy the flares as many times as necessary. &lt;br /&gt;
&lt;br /&gt;
To use it, a soldier only has to throw it to its destination, and the flare automatically activates once it lands. &lt;br /&gt;
&lt;br /&gt;
This item 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 the [[Chemical-flare]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS55.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs: 25% to throw.&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $60&lt;br /&gt;
*Sell Price: $40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hints and tips == &lt;br /&gt;
* Incendiary munitions and flares should be brought along on any [[Night Missions]] or [[Alien Base Assault]]s. Incendiary ammo provides a compact but limited light source that can be deployed anywhere in the field as long as there&#039;s a clear path. Especially effective in wilderness missions. The electro-flares provide long-lasting, redeployable, recoverable and non-lethal lighting solutions. This makes them ideal for urban missions or in situations where fire would only hinder your progress.&lt;br /&gt;
&lt;br /&gt;
* Remember: electro-flares can be recovered. While it would be ideal to give everyone a flare, or two, it is not practical and is a waste of equipment space on the troop transport. Be smart. Recover the flares as soon as you are able to win more ground. One other good strategy is to use a leapfrogging system. When approaching a flare that you wish to recover, deploy another flare further ahead so that any aliens shrouded in the darkness are not hidden from view. Then move in, recover the flare, then repeat the process.&lt;br /&gt;
&lt;br /&gt;
* If you cannot decide which to bring, consider this: throwing flares increases throwing accuracy, shooting off IN rounds from an [[Auto-Cannon]] doesn&#039;t increase firing accuracy at all.&lt;br /&gt;
&lt;br /&gt;
* Electro-flares are not battle scanners: If thrown beyond visual range, don&#039;t be surprised the area stays pitch-black.&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>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=72752</id>
		<title>Second Wave (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=72752"/>
		<updated>2016-10-12T21:12:52Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: Alien base assaults have ITT regardless of checkbox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Long War, all &#039;&#039;&#039;Second Wave options&#039;&#039;&#039; are available from the start. There are 31 options.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!#!!Name!!Text!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|0||Damage Roulette||Weapons have much wider range of damage.||Same [[Second Wave (EU2012)#Damage_Roulette|damage algorithm]] as in Long War EU. Displayed damage on item cards will correctly reflect this setting.&lt;br /&gt;
|-&lt;br /&gt;
|1||New Economy||The funding offered by individual council members is randomized.||[[Second Wave (EU2012)#New_Economy|Same as in vanilla EU]].&lt;br /&gt;
|-&lt;br /&gt;
|2||Strict Screening||Rookies&#039; starting starts are fixed at the averages of soldiers&#039; typical ranges.||Replacement for [[Second Wave (EU2012)#Not_Created_Equally|Not Created Equally]]. By default soldiers will have randomized but balanced starting stats. Selecting this option will revert to fixed starting stats for all soldiers.&lt;br /&gt;
|-&lt;br /&gt;
|3||Hidden Potential||Soldier stats at level-up are randomized.||&lt;br /&gt;
|-&lt;br /&gt;
|4||Training Roulette||Each soldier&#039;s training tree will be partially randomly generated.||Soldier perks are randomized. This may include some MEC perks. In general the list of randomized perks is different than in [[Training Roulette (EU2012)|vanilla]]. (For example, Field Medic cannot be randomized).&lt;br /&gt;
|-&lt;br /&gt;
|5||Save Scum||Loading a saved game will reset the random number seed.||Unchanged from [[Second Wave (EU2012)#Save_Scum|Vanilla EW]].&lt;br /&gt;
|-&lt;br /&gt;
|6||Red Fog||Any wound taken in combat will degrade soldier&#039;s aim and mobility. Aliens are affected.||Significantly changed from vanilla. Aliens and robotic units are affected. Aim and Mobility penalty scales linearly with damage taken. High Will stat can reduce the effect. Robotic units have &amp;quot;infinite&amp;quot; will for this purpose, and so will not have aim/mobility penalties until they drop below 50% health&lt;br /&gt;
|-&lt;br /&gt;
|7||Absolutely Critical||Flanking shots receive +100 bonus (instead of +50) to critical hit chances.||Unchanged from Vanilla EW.&lt;br /&gt;
|-&lt;br /&gt;
|8||Liberation||You must free all countries from alien control.||Replaces Psionic Interrogation (requirements for psionics are completely changed). New SW option requires that all countries be re-taken prior to launching the final mission.&lt;br /&gt;
|-&lt;br /&gt;
|9||[[Dynamic_War_(Long_War)|Dynamic War]]||Default is 50% of Long War.||Replaces Marathon. A tunable version of long war with a new alien strategic AI, scaled number of alien missions and adjusted economy. Unadjusted, this generates 50% of number of alien missions that standard Long War would, but this can be adjusted in the LongWar.ini file. [[Dynamic_War_(Long_War)|More info on scaling.]]&lt;br /&gt;
|-&lt;br /&gt;
|10||Results Driven||A country will offer less funding as its panic increases.||Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale.&lt;br /&gt;
|-&lt;br /&gt;
|11||Cinematic Mode||XCOM units are significantly more accurate during tactical combat.||All soldiers and SHIVs get +15 to hit in all cases.&lt;br /&gt;
|-&lt;br /&gt;
|12||Diminishing Returns||The cost of satellites increases with everyone which is build.||Unchanged from Vanilla EW.&lt;br /&gt;
|-&lt;br /&gt;
|13||Wear and Tear||Items carried by soldiers will sometimes wear out after missions, even if the soldier isn&#039;t injured.||&lt;br /&gt;
|-&lt;br /&gt;
|14||Itchy Trigger Tentacle||Upon being revealed aliens may choose to fire immediately.||Unchanged from Vanilla EW, but always enabled during alien base assaults.&lt;br /&gt;
|-&lt;br /&gt;
|15||War Weariness||Overall funding levels drop over time.||Funding reduced over time. Rate of funding reduction slowed to match Long War timescale.&lt;br /&gt;
|-&lt;br /&gt;
|16||Bronzeman Mode||Allows restart of missions via Pause menu in Ironman mode.||This option enables tactical mission restart option on Ironman campaigns. (E-299 SW option will no longer be available).&lt;br /&gt;
|-&lt;br /&gt;
|17||Total Loss||Sometimes lose gear from soldiers who are killed or left behind.||By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance for each of their equipped gear to be recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in the same penalty for dead soldiers on successful missions as there is for MIA soldiers.&lt;br /&gt;
|-&lt;br /&gt;
|18||Commander&#039;s Choice||You may select the class of each soldier upon promotion to specialist.||Use the cycle-soldier icons at the bottom of the class selection screen in the barracks view to rotate through the classes. For Controllers press L1/R1 or LB/RB or whatever you use to cycle soldiers.&lt;br /&gt;
|-&lt;br /&gt;
|19||Aiming Angles||Units receive an aim bonus the closer they are to flanking an enemy.||Unchanged from Vanilla EW.&lt;br /&gt;
|-&lt;br /&gt;
|20||Mind Hates Matter||Genetically modified soldiers cannot undergo psi testing, and vice versa.||By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers.&lt;br /&gt;
|-&lt;br /&gt;
|21||Hidden Trees||You cannot see perk options for ranks a given soldier has not attained.||&lt;br /&gt;
|-&lt;br /&gt;
|22||Durability||Items never need to be repaired.||&lt;br /&gt;
|-&lt;br /&gt;
|23||United Humanity||EXALT is inactive.||&lt;br /&gt;
|-&lt;br /&gt;
|24||The Friendly Skies||Your interceptors are significantly more accurate during air combat.||&lt;br /&gt;
|-&lt;br /&gt;
|25||We Are Legion||Start with the two squad size increases already developed.||&lt;br /&gt;
|-&lt;br /&gt;
|26||Miracle Workers||Repairing items costs no resources, only time.||&lt;br /&gt;
|-&lt;br /&gt;
|27||Quick and Dirty||Many missions will have fewer aliens overall.||&lt;br /&gt;
|-&lt;br /&gt;
|28||Perfect Information||You will see enemy to-hit values.||&lt;br /&gt;
|-&lt;br /&gt;
|29||Recon||You will see meld cans and bomb nodes in the fog.||This is vanilla default behavior.&lt;br /&gt;
|-&lt;br /&gt;
|30||Green Fog||The XCOM soldier aim and will degrade after each turn during combat.||http://www.nexusmods.com/xcom/mods/652/&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Second Wave (EU2012)]]&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dodge_(XCOM2)&amp;diff=72452</id>
		<title>Dodge (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dodge_(XCOM2)&amp;diff=72452"/>
		<updated>2016-08-03T11:51:57Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: It&amp;#039;s been nerfed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dodge is a new mechanic introduced in XCOM 2, it gives a chance to receive a &amp;quot;grazed&amp;quot; shot taking only a portion of the damage. Unlike Aim or Will there is no natural way to increase Dodge; you will have to wear a Spider or Wraith suit or equip a Personal Combat Sim.&lt;br /&gt;
&lt;br /&gt;
Vipers, Codex, Archons and Elite Lancers come with a Dodge chance, you should take that into account when planning your strategies, especially if you plan to melee said enemies.&lt;br /&gt;
&lt;br /&gt;
Explosives, psionics and other AoE attacks are not affected by Dodge; sometimes a Soul Fire or Combat protocol might be your best choice.&lt;br /&gt;
&lt;br /&gt;
After a patch, shots from concealment and 100% shots aren&#039;t affected by Dodge either: Snipers with Bluescreen rounds can now reliably one-shot a Codex.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM2]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Storyline_Missions_(XCOM2)&amp;diff=72189</id>
		<title>Storyline Missions (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Storyline_Missions_(XCOM2)&amp;diff=72189"/>
		<updated>2016-05-26T21:35:03Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Alien Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Tutorial===&lt;br /&gt;
The tutorial mission is entirely scripted, designed to introduce you to various concepts. There is no way to change the events, and you will always finish the mission with two casualties, and one soldier (Jane Kelly) on your roster at Squaddie rank. It&#039;s recommended to play through your first time with it on, since it also contains plot exposition that you otherwise miss. Do note that tutorial makes The Untouchables achievement unattainable. &lt;br /&gt;
&lt;br /&gt;
The Commander of XCOM (you) had been captured a few weeks into the campaign of the war in 2015: having been in stasis for 20 years, the tutorial will guide you through with Bradford himself pulling you out of an ADVENT facility. As you leave the area, an electrical surge burns out the remaining equipment, and a strange, seemingly electromagnetic being with circuit patterns on it&#039;s skin appears and takes note of your disappearance...&lt;br /&gt;
&lt;br /&gt;
You are taken to the Avenger, where Dr Tygan performs an operation to remove an implant from your brain to restore you to health. You are then encouraged to browse the history database and then are introduced to Tygan and Shen.&lt;br /&gt;
&lt;br /&gt;
You will quickly be launched in to a second mission to obtain a power core for the Avenger to make it flight ready. This mission is not scripted.&lt;br /&gt;
&lt;br /&gt;
If playing with tutorial off, the game will instead start in a 4-person mission to destroy an ADVENT monument. The Avenger is already fully functional and the mission to recover the power core doesn&#039;t occur.&lt;br /&gt;
&lt;br /&gt;
===Initial Research===&lt;br /&gt;
You will have a research topic available to research the implant removed from your brain, then a similar implant taken from the [[ADVENT Officer (XCOM2)|ADVENT Officer]]. Researching this will reveal that all of the ADVENT troops are linked together by these implants, and that accessing a still-living officer&#039;s implant could allow XCOM to pull information from the aliens&#039; psychic network. You then need to construct a [[Proving Ground (XCOM2)|Proving Ground]] and research the Skulljack. This will give an objective to skulljack an ADVENT officer in the field.&lt;br /&gt;
&lt;br /&gt;
Meanwhile you will be contacted by the former XCOM Council Spokesman, who will inform you of a &amp;quot;Blacksite&amp;quot; that seems to be a focus of alien activity. You need to research Resistance Comms to contact other regions and contact the region containing the Blacksite to gain access to the mission, after which you can launch it at any time.&lt;br /&gt;
&lt;br /&gt;
===Blacksite===&lt;br /&gt;
This is a retrieval and extraction mission. Your squad is inserted some distance from the Blacksite in concealment. Upon approaching the Blacksite you will see that it&#039;s a processing facility for humans in to some sort of liquid, and you must recover a vial of this substance and extract. This mission has more enemies than missions so far, and is likely to be your first encounter with a [[ADVENT Mech (XCOM2)|Light Mech]], and (less significantly) [[ADVENT Turret (XCOM2)|ADVENT Turret]]s.&lt;br /&gt;
&lt;br /&gt;
Completion of this mission allows the research of the Blacksite vial. This requires building a [[Shadow Chamber (XCOM2)|Shadow Chamber]] facility first, and completing the analysis unlocks the Forge mission.&lt;br /&gt;
&lt;br /&gt;
===Skulljacking an Officer===&lt;br /&gt;
Upon skulljacking an officer, a [[Codex (XCOM2)|Codex]] will teleport in. A Codex is likely much stronger than anything you&#039;ve encountered so far (depending on how long you put off skulljacking), so you&#039;ll want to wait until things are quiet before doing the skulljack. Killing the Codex will reward you with a Codex Brain to research. Note that you will recover the Codex Brain after the killing the Codex even if you extract from the mission.&lt;br /&gt;
&lt;br /&gt;
Analyzing the Codex Brain requires the Shadow Chamber facility. Completing this analysis unlocks the Psi Gate mission, and skulljacking a Codex in the field.&lt;br /&gt;
&lt;br /&gt;
===Forge===&lt;br /&gt;
Analysis of the Blacksite Vial in the Shadow Chamber will reveal the presence of another alien facility. Infiltrating this facility, you discover an environment suit similar to the one you were imprisoned in, and you are tasked with recovering the suit and occupant and extracting with it. This mission is guaranteed to contain a [[Sectopod (XCOM2)|Sectopod]].&lt;br /&gt;
&lt;br /&gt;
===Psi Gate===&lt;br /&gt;
Researching the Codex Brain unlocks this mission to investigate the point of origin of the Codex. You approach in infiltration and find a Psionic Gateway, guarded by a great many [[Chryssalid (XCOM2)|Chryssalids]] and other enemies. In addition, when you get close a [[Gatekeeper (XCOM2)|Gatekeeper]] will come out of the gateway to defend it. You must defeat all enemies to secure the site.&lt;br /&gt;
&lt;br /&gt;
This will allow you to install the Psi Gate in to the Shadow Chamber. Researching the Psi Gate shows it to be a gateway to the aliens&#039; base of operations, but efforts to send a probe through fail due to needing an organic key of some sort.&lt;br /&gt;
&lt;br /&gt;
===Skulljacking a Codex===&lt;br /&gt;
After completing research on the Codex Brain, Tygan will ask you to skulljack a live Codex in the field to allow further access to the aliens&#039; psionic network. Skulljacking a Codex spawns an [[Avatar (XCOM2)|Avatar]] enemy, at reduced health. Killing the Avatar allows its autopsy.&lt;br /&gt;
&lt;br /&gt;
===ADVENT Network Tower===&lt;br /&gt;
Analysing the Avatar corpse requires all other storyline research to be complete (notably the Psi Gate and Forge Suit). This will trigger ADVENT to accelerate their plans for humanity and start processing all humans in to genetic material in the gene therapy clinics. The Spokesman will contact you with a plan to assault the ADVENT central network tower to subvert it and broadcast the truth to the population, and also to divert ADVENT from an XCOM assault through the Psi Gate. The assault on the ADVENT network tower will then be unlocked, though you don&#039;t have to accept it yet if you don&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
Launching the assault on the ADVENT network tower locks you in to the end-game sequence, so be sure you&#039;re ready to finish the game before doing so. The ADVENT tower assault is a small penultimate mission, where a small squad of infiltrators must attack the tower. You can spend any remaining Intel you have on bonuses to make this mission easier. You must fight through the tower&#039;s defenders (a relatively small number of high powered enemies) to hack the network tower&#039;s control panel and extract.&lt;br /&gt;
&lt;br /&gt;
===Alien Fortress===&lt;br /&gt;
After the network tower mission, you will immediately launch in to the final mission of the game. You can field wounded soldiers in this mission, including any wounded in the network tower assault.&lt;br /&gt;
&lt;br /&gt;
XCOM launches an assault through the Psi Gate to the aliens&#039; base, accompanied by an Avatar controlled by you, the Commander, personally. Losing your Avatar in this mission immediately loses the game. As you move through the level, Central, Shen, and Tygan will keep you updated on the situation here and on the revolution across the Earth, while the Speaker (somehow not beaten to a bloody pulp, perhaps thanks to Thin Man abilities), a female-sounding &#039;Angelis Ethereal&#039;, and a more agressive male-sounding one attempt to persuade and goad you. After fighting through a variety of enemies, you will reach the final room, full of psionic gates.&lt;br /&gt;
&lt;br /&gt;
After a cutscene, an alien Avatar will be on a raised platform up high in the middle of the room-- and can be flanked from the left path, being spotted by a soldier in concealment and a Sharpshooter squadsighting from the full cover pillar near the statuary. It will move to engage you when spotted/wounded (and the game may glitch if this first one Executed via a Repeater before waking the pod up). After a turn or two, two more will spawn in from the other portals, accompanied by alien pods of varying composition and threat level. Killing all three Avatars wins the game, so keeping away from the other aliens to focus on the Avatar may work as a last stand, even if means continuously falling back through the level to keep ahead of the aliens.&lt;br /&gt;
&lt;br /&gt;
With the last enemy Avatar destroyed, the psionic network holding the Gates active begins to destabilize, with the alien base starting to self-destruct from the strain. The Gate in front of you collapses, but you manage to wedge it open with Psionic power and send your troops back through. With no other options left, the Ethereal bodies glow from their &#039;coffins&#039; strewn about the room, and attempt to overwrite you from the Avatar body. Fortunately, they have greatly underestimated you, and you are able to hold your own against the full squad of Ethereals, singlehandedly. Blasting back the wraith-like entities they have become, you also manage to get your own consciousness back, and wake up in your real body-- with an otherworldy sound not unlike when Asaru contacted Faulk, Wier, and Weaver...&lt;br /&gt;
&lt;br /&gt;
The true leaders of ADVENT destroyed, their atrocities exposed and their psionic network in ruins, ADVENT forces crumble before the now exponentially more empowered and numbered Resistance. The people have awoken and are striking down ADVENT, taking back their world. Mission complete, Commander!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Meanwhile...&#039;&#039;[https://youtu.be/Unzc1sMxlZA?t=214]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The ocean had rushed in, the immense pressure destroying the alien base, leaving debris and alien bodies all about the seabed. The last bit of light leaves as the Ethereal &#039;coffins&#039; flicker and go out... save for from one fissure in the rock, where Psionic energy seems to stream out of the gap in the Earth. Is this truly the end of the Ethereal invasion? Or is this a sign of a new rising &#039;&#039;&#039;Terror From The Deep&#039;&#039;&#039;? Only time will tell...&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=72188</id>
		<title>Missions (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=72188"/>
		<updated>2016-05-26T21:33:22Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: Changed the &amp;quot;guerilla ops&amp;quot; into a category, added categories for the other kinds of mission.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations (losing and ADVENT Retaliation mission wont make you lose that territory, but it will decrease the supplies income).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mission !! Timer !! Start Concealed !! Objetives !! Reward !! Observations&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Guerrilla ops&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;| You can only choose one at a time. Hidden Dark Events can be revealed with Intel, either on the first popup, or by clicking the tag under the Avatar Progress counter. Choose based on what is a greater threat to you (usually the &#039;free +1/+2 Avatar Progress&#039; events unless there&#039;s an easily accessible facility on the geoscape) or go by reward, or whatever mission contains a hack (only mission-critical hacks can yield the elusive &amp;quot;Enemy protocol&amp;quot; reward).&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device || - || yes || Protect the device and kill all targets || Varied + Countering a Dark Event || Late game this mission might get hard due to powerful enemies attacks&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Device || 8 || yes || Destroy the device and kill all targets || Varied + Countering a Dark Event || The ability to MC or hack control of an enemy unit makes this easier&lt;br /&gt;
|-&lt;br /&gt;
| Hack/Recover Device || 8 || yes ||Hack/Recover the device and kill all targets || Varied + Countering a Dark Event || Bring a Specialist: their ranged hack makes this significantly easier: LoS is range.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Council missions&lt;br /&gt;
|-&lt;br /&gt;
| Secure VIP || 12 || no ||Extract VIP and all soldiers || VIP + resources || VIP starts with you. Extraction zone is fixed and remote.&lt;br /&gt;
|-&lt;br /&gt;
| Rescue VIP || 12 || yes || Extract VIP and all soldiers || VIP + resources || VIP doesn´t start with your soldiers: may appear locked in a cell or an ADVENT van: bring a Specialist. Extraction zone is fixed and remote.&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Dark VIP || 12 || yes || Capture or kill Dark VIP + extract all soldiers || Supplies + Intel || If you kill the Dark VIP you don&#039;t get the Intel. On proximity, you get the &#039;Knockout&#039; command, then Carry option: soldier carry rules are in effect. Extraction zone is fixed and remote.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Loot missions&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid || - || yes || Neutralize all enemies || Alloys + Elerium || Beware of AoE attacks, don&#039;t destroy the resources: they are the glowing boxes. Keep in mind that vehicle and other object explosions have some range.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Recovery || 6 || yes || kill all targets || Alloys + Elerium || After you break concealment a beacon will activate, you have 6 turns do deactivate it or reinforcements will be deployed.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Other&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Retaliation || - || no || save at least six civilians and kill all targets || Supplies income increased || Like in Enemy Unknown/Within; living civvies still on the map are auto-rescued once all enemies are dead. Failing to rescue 6 civilians reduces supply income. Failing to secure the area loses the territory entirely.&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Facility || - || yes || Plant the X4 and evacuate || AVATAR progress decreased by point amount displayed under facility on map || Expect drops once enemies are dead, when the charges are set, and another on your way to extraction.&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense || - || yes || Destroy the Disruptor, don&#039;t let enemies inside the ramp || Not losing the game || Defense Matrix helps a lot to camp the ramp, upgrade if you can. MCing and/or Hacking is VERY useful: have the controlled enemy unit take out the Disruptor, while your soldiers retreat, as ADVENT will be airdropping new enemies first every other turn, then eventually &#039;&#039;every&#039;&#039; turn.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition there are several special one-off [[Storyline Missions (XCOM2)|storyline missions]].&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=72187</id>
		<title>Missions (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=72187"/>
		<updated>2016-05-26T21:23:56Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: IIRC rescuing is like capturing, starts concealed. Only when the VIP is with you you start revealed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations (losing and ADVENT Retaliation mission wont make you lose that territory, but it will decrease the supplies income).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mission !! Timer !! Start Concealed !! Objetives !! Reward !! Observations&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Guerrilla Ops || - || yes || Varied || Varied + Countering a Dark Event || You can only choose one at a time. Hidden Dark Events can be revealed with Intel, either on the first popup, or by clicking the tag under the Avatar Progress counter. Choose based on what is a greater threat to you (usually the &#039;free +1/+2 Avatar Progress&#039; events) or go by reward.&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid || - || yes || Neutralize all enemies || Alloys + Elerium || Beware of AoE attacks, don&#039;t destroy the resources: they are the glowing boxes. Keep in mind that vehicle and other object explosions have some range.&lt;br /&gt;
|-&lt;br /&gt;
| Secure VIP || 12 || no ||Extract VIP and all soldiers || VIP + resources || VIP starts with you. Extraction zone is fixed and remote.&lt;br /&gt;
|-&lt;br /&gt;
| Rescue VIP || 12 || yes || Extract VIP and all soldiers || VIP + resources || VIP doesn´t start with your soldiers: may appear locked in a cell or an ADVENT van: bring a Specialist. Extraction zone is fixed and remote.&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Dark VIP || 12 || yes || Capture or kill Dark VIP + extract all soldiers || Supplies + Intel || If you kill the Dark VIP you don&#039;t get the Intel. On proximity, you get the &#039;Knockout&#039; command, then Carry option: soldier carry rules are in effect. Extraction zone is fixed and remote.&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device || - || yes || Protect the device and kill all targets || Varied || Late game this mission might get hard due to powerful enemies attacks&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Device || 8 || yes || Destroy the device and kill all targets || Varied || The ability to MC or hack control of an enemy unit makes this easier&lt;br /&gt;
|-&lt;br /&gt;
| Hack/Recover Device || 8 || yes ||Hack/Recover the device and kill all targets || Varied || Bring a Specialist: their ranged hack makes this significantly easier: LoS is range.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Recovery || 6 || yes || kill all targets || Alloys + Elerium || After you break concealment a beacon will activate, you have 6 turns do deactivate it or reinforcements will be deployed.&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Retaliation || - || no || save at least six civilians and kill all targets || Supplies income increased || Like in Enemy Unknown/Within; living civvies still on the map are auto-rescued once all enemies are dead. Failing to rescue 6 civilians reduces supply income. Failing to secure the area loses the territory entirely.&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Facility || - || yes || Plant the X4 and evacuate || AVATAR progress decreased by point amount displayed under facility on map || Expect drops once the charges are set, and another on your way to extraction.&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense || - || yes || Destroy the Disruptor, don&#039;t let enemies inside the ramp || Not losing the game || Defense Matrix helps a lot to camp the ramp, upgrade if you can. MCing and/or Hacking is VERY useful: have the controlled enemy unit take out the Disruptor, while your soldiers retreat, as ADVENT will be airdropping new enemies first every other turn, then eventually &#039;&#039;every&#039;&#039; turn.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition there are several special one-off [[Storyline Missions (XCOM2)|storyline missions]].&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=71433</id>
		<title>Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=71433"/>
		<updated>2016-02-27T15:28:32Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Alien Base Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==Standard Missions==&lt;br /&gt;
For standard missions with a landing zone, many additional landing zones have been added. &lt;br /&gt;
&lt;br /&gt;
When a mission appears in the Situation Room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.&lt;br /&gt;
&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
====Alien Abductions====&lt;br /&gt;
: &#039;&#039;Expiration timer: 8 hours.&#039;&#039;&lt;br /&gt;
Alien Abductions are generated by landing UFOs - the UFO will disappear and be replaced by an abduction site that you can respond to, even if you don&#039;t have that country covered and didn&#039;t detect the incoming UFO. Shooting down the UFO before it lands will, naturally, prevent the abduction being generated. Due to the different format, abductions will only affect one country at a time and you no longer have to choose. The reward for abductions is always credits. Skipping or failing an abduction mission will result in increased panic in the affected country (+25) and continent (+20 in all difficulties but normal). Thwarting an abduction will decrease panic by 2 in the country saved. &lt;br /&gt;
&lt;br /&gt;
Alien Abductions are categorized by the number of alien pods present on the map: Light, Moderate, Heavy and Swarming.&lt;br /&gt;
&lt;br /&gt;
====UFO Crash Site====&lt;br /&gt;
: &#039;&#039;Expiration timer: 36 hours.&#039;&#039;&lt;br /&gt;
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO--- however, a crashed UFO is now even more likely to have destroyed artifacts. In fact, after the first round, you will more often than not hear the UFO&#039;s Elerium Generators exploding. Be forewarned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them. UFO crash sites are determined by a few factors, if a UFO is shot down at a high altitude, the chance for a UFO being destroyed outright is higher. The lower the altitude, the higher the chance of a crash site. In the off chance that a UFO is shot down from high orbit, there is a higher chance for valuable equipment to be destroyed when your troops arrive.&lt;br /&gt;
&lt;br /&gt;
====UFO Landing Site====&lt;br /&gt;
: &#039;&#039;Expiration timer: 15 hours.&#039;&#039;&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to &#039;&#039;let&#039;&#039; low-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact computers and generators. On the other hand, the landing UFO might generate an abduction instead, in which case you lose the salvage you&#039;d get from a crash site, or it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed. Be warned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them.&lt;br /&gt;
&lt;br /&gt;
Note that in either Crashes or Landings, the CO pod of aliens will now rarely, if ever, be on the bridge (and for the Small Scout, it might be &#039;slightly outside&#039;). This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkrieg to take it out.&lt;br /&gt;
&lt;br /&gt;
====Terror Site====&lt;br /&gt;
: &#039;&#039;Expiration timer: 24 hours.&#039;&#039;&lt;br /&gt;
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Unlike vanilla, every civilian lost will increase panic in the country (+2) and continent (+1). Terror missions are generated by UFOs, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site. Failing or ignoring a terror mission will cause the targeted country to leave the project immediately, and will increase panic in the surrounding continent by 20. Be wary of things like Kaiju-sized Chryssalid &amp;quot;queens&amp;quot;-- don&#039;t panic, it&#039;s just very big, and a lot of HP (and damage reduction up the wazoo). If you end up facing one of these types of super-sized aliens, just focus fire on it. If you have Psionics, Mind Fray and Psi Panic can slow it down, and MCing an alien near it may at least distract it for a turn, then lay into it with all the firepower you can bring to bear.&lt;br /&gt;
&lt;br /&gt;
===Base Defense Missions===&lt;br /&gt;
====XCOM Base Defense====&lt;br /&gt;
This mission type makes a return. When the aliens have high resources AND consider you a high threat they will come for your base. Your base is assaulted by a UFO-- typically a NOE altitude [[UFOs (Long War)#Assault Carrier|Assault Carrier]], but it may have &#039;backup&#039; from other craft-- which you can see coming and can shoot down, but it&#039;s extremely difficult: when the UFO alert/interception prompt appears, it will say &amp;quot;Warning! Warning! UFO vectoring to XCOM HQ!&amp;quot; on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 12 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You&#039;ll also get the regular complement of Blueshirts, but armed with a random pair of items, which may be HE grenades, AP grenades, flashbangs, medikits, etc. Unlike vanilla, the reinforcements you get do not vary with Blueshirt casualties, only XCOM soldiers. Of the Blueshirts, there are [[Foundry_(Long_War)|Foundry]] projects that make them slightly better: one that allows them to equip spare Laser Rifles (so, regular EXALT Elite stuns to fill your armory will help) and spare Phalanx Armors. The Lasers and their +7 aim and slightly better damage, and the small health boost from the armors will make them a little more useful in these fights.&lt;br /&gt;
&lt;br /&gt;
The format of the mission is similar to [[XCOM Base Defense (EU2012)|the vanilla version]]: the aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be very difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. Don&#039;t forget to count the enemies and your kills, so you don&#039;t move ahead to defend the access tunnels, just to get hit from behind by something.&lt;br /&gt;
&lt;br /&gt;
Failing this mission does not mean the end of XCOM, however it is extremely damaging. The aliens will ransack your base, killing engineers and scientists and destroying cash, meld and other currency before regular military arrive and bail you out. This mission can happen multiple times in a game. &lt;br /&gt;
&lt;br /&gt;
If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defense. If you succeed base defense on your first try, another Base Defense mission is highly unlikely to occur.&lt;br /&gt;
&lt;br /&gt;
====XCOM Air Base Defense====&lt;br /&gt;
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]]. This mission must be completed to avoid severe damage or destruction of your interceptors.&lt;br /&gt;
&lt;br /&gt;
If the Hyperwave Uplink is built, the mission notice on the approaching UFO will say &amp;quot;Retaliation.&amp;quot; Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.&lt;br /&gt;
&lt;br /&gt;
Unlike the XCom Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also MUCH less difficult than the standard Base Defense. On normal difficulty, often only 17 aliens spawn, and of those about half are Chryssalids. The other half is most commonly formed of Outsiders, Mechtoids and their complements of Sectoids and one or two Sectoid commanders. Thin men also spawn often in the earlier Air Defense missions. &lt;br /&gt;
&lt;br /&gt;
A good strategy is to bring a sniper, jaeger or scout equipped with In The Zone, a rocketeer doubled up on shredder rockets, and a MEC with a flamethrower. You should expect contact on your first turn of movement; sometimes an enemy will be in vision at spawn. Moving left is likely to trigger a pod of Cryssalids, which is actually what you want in this situation. As Cryssalids are fast-moving, group-oriented and dumb, they are likely to bunch up, forming an excellent target for your shredder rocketeer. Your MEC can then use his flamethrower on the group, killing most of the Cryssalids and panicking those who aren&#039;t killed. Your in the zone sniper can then dispatch the cowering, wounded scraps.&lt;br /&gt;
&lt;br /&gt;
===Council Missions===&lt;br /&gt;
: &#039;&#039;Expiration timer: 8 hours.&#039;&#039;&lt;br /&gt;
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.&lt;br /&gt;
&lt;br /&gt;
Mission objectives have not been changed from vanilla XCOM Enemy Within.&lt;br /&gt;
&lt;br /&gt;
====Site Recon====&lt;br /&gt;
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence. &lt;br /&gt;
&lt;br /&gt;
====Target Extraction====&lt;br /&gt;
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it&#039;s not fair if he has all the fun.&lt;br /&gt;
&lt;br /&gt;
====Target Escort====&lt;br /&gt;
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.&lt;br /&gt;
&lt;br /&gt;
====Asset Recovery====&lt;br /&gt;
Eliminate all hostiles and secure the asset.&lt;br /&gt;
&lt;br /&gt;
====Bomb Disposal====&lt;br /&gt;
With the help of power nodes to gain time, find the Bomb and deactivate it, or... well, you know.&lt;br /&gt;
&lt;br /&gt;
====Slingshot &amp;amp; Progeny====&lt;br /&gt;
All missions have additional free-roaming aliens and random airdrop spawns.&lt;br /&gt;
&lt;br /&gt;
===EXALT Missions===&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
: &#039;&#039;Expiration timer: 48 hours.&#039;&#039;&lt;br /&gt;
These missions are similar to their vanilla equivalent. You field a full squad and defend an encoder and transmitter. Comm arrays are available for your covert operative to hack. This mission will give a cash reward, and a bonus if the encoder is protected as well.&lt;br /&gt;
&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
: &#039;&#039;Expiration timer: 48 hours.&#039;&#039;&lt;br /&gt;
In this mission type you are limited to only 4 soldiers and your covert operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your covert operative to the arrays, hack them and get out fast. Cash reward on completion. Keep in mind that as of Beta 15, invisibility is only available via the Shadow Suit armor and Shadow Device grenade: it is no longer a Meld graft or a Psionic ability. There is however a Scout ability that lets you move to high cover undetected as long as that soldier&#039;s starting point is not in enemy LoS, much like vanilla&#039;s Mimetic Skin.&lt;br /&gt;
&lt;br /&gt;
====Exalt Base Assault====&lt;br /&gt;
This mission is considerably tougher than it is in vanilla. The EXALT base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.&lt;br /&gt;
&lt;br /&gt;
Long War makes a tweak to the hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to avoid the final &amp;quot;discover&amp;quot; step on the EXALT base until you&#039;re ready to assault it to avoid this behavior triggering constantly even though you don&#039;t want it.&lt;br /&gt;
&lt;br /&gt;
Raiding the EXALT base will grant substantial resource rewards and several unique items. It will also decrease panic around the continent by 5.&lt;br /&gt;
&lt;br /&gt;
==Essential Missions==&lt;br /&gt;
====Alien Base Assault====&lt;br /&gt;
Like in vanilla, story progression is nearly the same. But in the Long War, you will immediately lose 1 country on the first month, as the base is auto-generated at this time. Progress as normal to be able to develop the Skeleton Key, and then place a satellite over that country (or any others you lose along the way: they will also spawn bases) to locate it. Expect 4-5 large-numbered pods to appear in the first room alone. With that in mind, you may want to either take your first Assault as soon as possible, as to face weaker aliens, and/or after buying both Squad upgrades and the Super Skyranger Foundry project for the added soldiers and firepower. That way, even if you do lose more countries, but don&#039;t want to risk soldiers attacking another Base, at least you can still progress with the storyline. &lt;br /&gt;
&lt;br /&gt;
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn&#039;t necessarily the best place to capture one like it is in vanilla.&lt;br /&gt;
&lt;br /&gt;
Be careful: In this mission, alien will behave as if the [[Second Wave (EU2012)|Itchy Trigger Tentacle]] [[Second Wave (Long War)|Second Wave]] option is enabled.&lt;br /&gt;
&lt;br /&gt;
Long War makes a tweak to the hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to delay putting a satellite over an alien country until you&#039;re ready to assault it to avoid this behavior triggering constantly even though you don&#039;t want it.&lt;br /&gt;
&lt;br /&gt;
Raiding the alien base reduce panic in the country by 20, revert it to the Council, and drop panic around the continent by 5.&lt;br /&gt;
&lt;br /&gt;
====Overseer Crash Site====&lt;br /&gt;
Also like vanilla, mostly the same, but also with the same difference: you may encounter multiple Overseer UFOs throughout a campaign. Possibly the only UFO where the CO pod is in the usual spot.&lt;br /&gt;
&lt;br /&gt;
====Temple Ship Assault====&lt;br /&gt;
It&#039;s been a lengthy journey, but the end of the Long War is in sight!&lt;br /&gt;
&lt;br /&gt;
The Temple Ship is near-identical to in vanilla: [[Storyline_Missions_%28EU2012%29#Temple_Ship_Assault|same enemy composition and positions]] as Enemy Within/Unknown, albeit with &#039;&#039;vastly&#039;&#039; increased health, stats, and gene mods (and size, for that extra player intimidation factor). You&#039;ll be able to bring up to 12 soldiers. Go in heavy, hit hard, and let nothing stand in your way. If you&#039;ve survived EXALT and an Alien Base or two, you should be fine. At the end of the brutal road, in the Ethereal Cathedral awaits the Uber Ethereal, Lord of the alien collective. On the easiest difficulty alone, he has 80 HP, and about 300 Will.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Missions (Long War)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_HQ_Multiplayer_(EU2012)&amp;diff=71432</id>
		<title>XCOM HQ Multiplayer (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_HQ_Multiplayer_(EU2012)&amp;diff=71432"/>
		<updated>2016-02-27T15:24:32Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: Added a basic description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Data Box (EU2012)&lt;br /&gt;
|missions=[[Multiplayer (EU2012)|Multiplayer]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
|length= ? tiles&lt;br /&gt;
|width= ? tiles&lt;br /&gt;
|area= ? tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A map themed after the XCOM HQ map, but symetrical, and showing a [[Firestorm_(EU2012)|Firestorm]] on one end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*  &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=150px perrow=5&amp;gt;&lt;br /&gt;
File:XCOM Base Defense (EU2012).png| &#039;&#039;Loading screen&#039;&#039;&lt;br /&gt;
File:XCOM HQ Multiplayer 1 (EU2012).png|&#039;&#039;&#039;&#039;&lt;br /&gt;
File:XCOM HQ Multiplayer 2 (EU2012).png|&#039;&#039;&#039;&#039;&lt;br /&gt;
File:XCOM HQ Multiplayer 3 (EU2012).png|&#039;&#039;&#039;&#039;&lt;br /&gt;
File:XCOM HQ Multiplayer 4 (EU2012).png|&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
{{EU2012 Style}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenadier_(XCOM2)&amp;diff=71302</id>
		<title>Grenadier (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenadier_(XCOM2)&amp;diff=71302"/>
		<updated>2016-02-18T05:31:46Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: Ordnance vs Ordinance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Grenadier&#039;&#039;&#039; is a demolitions expert, providing heavy ordinance delivery whenever and wherever needed. The Grenadier is the successor to the [[Heavy (EU2012)|Heavy]] class.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:Squaddie (XCOM2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Launch Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Grenadier uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity.&#039;&#039; &amp;lt;br/&amp;gt; The grenadier gains an extra inventory slot that may only be used for grenades.[1]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Demolitions Expert&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Heavy Gunner&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Corporal (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Blast Padding&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Your gear includes layers of extra padding and blast plates, granting a bonus point of Armor and 66% less damage from explosive attacks.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Shredder&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Your cannon attacks shred armor.&#039;&#039; &amp;lt;br/&amp;gt; Higher rank weapons shred more points of armor. The shredding effect applies before damage.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Sergeant (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Demolition&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Unleash a volley of bullets at your target&#039;s cover, significantly damaging or destroying it. Deals no damage to your target.&#039;&#039; &amp;lt;br/&amp;gt; Uses 2 ammo. 3-turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a barrage that pins down a target, granting reaction fire against it if it moves, and imposing a -50 penalty to the target&#039;s aim.&#039;&#039; &amp;lt;br/&amp;gt; Suppression is cancelled if the Grenadier takes damage. Suppression penalties stack. Uses 2 ammo. No cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Lieutenant (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Heavy Ordnance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The grenade in your grenade-only slot gains a bonus use.&#039;&#039;[1]&amp;lt;br/&amp;gt;Affects support grenades, not just offensive ones.&lt;br /&gt;
| &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Any directed cannon shot, hit or miss, will mark the target, increasing your squad&#039;s aim by +15 against this target.&#039;&#039; &amp;lt;br/&amp;gt; Applies to standard attacks and single-target abilities, including suppression.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:Captain (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Volatile Mix&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Your grenades have an increased radius of 1 tile, and deal +2 damage.&#039;&#039; &amp;lt;br/&amp;gt; Does not increase environment damage.&lt;br /&gt;
| &#039;&#039;&#039;Chain Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take a shot with an aim penalty of -15. If you hit the target, you take another shot on the target automatically.&#039;&#039; &amp;lt;br/&amp;gt; Uses 2 ammo. 3-turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:Major (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Salvo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Launching or throwing grenades, or using heavy weapons with your first action, will not end your turn.&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
| &#039;&#039;&#039;Hail of Bullets&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.&#039;&#039; &amp;lt;br/&amp;gt; Standard shot with 100% to-hit. Uses 3 ammo. 5-turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:Colonel (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Saturation Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses 3 ammo.&#039;&#039; &amp;lt;br/&amp;gt; The Grenadier takes a standard shot at each affected enemy, which can miss. 5-turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Rupture&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;A Rupture shot deals critical damage and ensures that the target takes an additional +3 damage from all attacks in the future.&#039;&#039; &amp;lt;br/&amp;gt; Uses 3 ammo. 3-turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
[1] The Grenadier&#039;s abilities apply to any type of grenade, including non-lethal ordinance such as smoke grenades, flashbangs, or battle scanners. (Unconfirmed for Volatile Mix, but the radius bonus probably applies.)&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Like the Heavy of old, the Grenadier&#039;s perk tree can roughly translate to the Rocketeer and the Gunner from Long War. One side favors explosions and detonations, the other is a more semi-support machine gunner for softening heavy and armored targets. Of note is the Salvo perk for a demolitions Grenadier, a bonus which also boosts the E.X.O. Armor&#039;s special weapons usage. Thusly, if you do go with the Demolitions route, one of these armor sets is an excellent boost to their destructive capabilities.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* XCOM 2 - Grenadier Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=RW8wVFR-fgE]&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=70288</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=70288"/>
		<updated>2016-01-14T22:04:11Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Hidden Potential */&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;
== Default Options ==&lt;br /&gt;
===Damage Roulette===&lt;br /&gt;
&#039;&#039;[[Weapons (EU2012)|Weapons]] have a much wider range of damage.&#039;&#039;&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;
* Note: If using this in conjunction with &#039;Absolutely Critical&#039;, aliens that do not use cover will take an inordinate amount of &#039;1 Damage&#039; hits.&lt;br /&gt;
&lt;br /&gt;
===New Economy===&lt;br /&gt;
&#039;&#039;The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Not Created Equally===&lt;br /&gt;
&#039;&#039;Rookies will have random starting stats.&#039;&#039;&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;
===Hidden Potential===&lt;br /&gt;
&#039;&#039;As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&#039;&#039;&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 13 Will per rank.&lt;br /&gt;
* Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: 3-9, giving an average total Aim increase of 42 (slightly better than normal)&lt;br /&gt;
** [[Support (EU2012)|Support]]: 2-6, giving an average total Aim increase of 28 (better than normal)&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: 1-5, giving an average total Aim increase of 21 (not as good as normal)&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]]: 0-2, giving an average total Aim increase of 7 (worse than normal)&lt;br /&gt;
** [[MEC_Trooper_(EU2012)|MEC Trooper]]: 1-5, giving an average total Aim increase of 21 (better than normal)&lt;br /&gt;
*[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move per rank gained, all other classes have 20%.&lt;br /&gt;
* To manipulate this option to make soldiers with very high stats; save before the last action of a mission, and check the scores in the mission results screen of anyone who does gain a rank, and reload until you get the desired stats. Keeping some sort of logbook to write these down is ideal.&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;
* Thus, with Hidden Potential, Not Created Equal, &amp;amp; OTS&#039;s Iron Will (and New Guy, for when making bulk soldier recruitments), the highest possible stats:&lt;br /&gt;
** Will (all classes): Squaddies: 72. Colonels: 150.&lt;br /&gt;
** Aim:&lt;br /&gt;
*** Sniper: Squaddie: 89. Colonels: 143.&lt;br /&gt;
*** Support: Squaddie: 86. Colonel: 122.&lt;br /&gt;
*** Assault: Squaddie: 85. Colonel: 115.&lt;br /&gt;
*** Heavy: Squaddie: 82. Colonel: 94.&lt;br /&gt;
*** MEC Trooper: Dependent on rank upon conversion.&lt;br /&gt;
**** Thus, Heavies should be augmented as Squaddies (113 max), Assaults whenever, and Supports and Snipers as Colonels.&lt;br /&gt;
&lt;br /&gt;
== Normal Victory Unlocks==&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&#039;&#039;&lt;br /&gt;
* -15 Aim with light wound (only extra Health Points from armor removed), -30 with heavy wound (soldier HPs).&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, each injured soldier has -2 movement. &lt;br /&gt;
* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
===Absolutely Critical===&lt;br /&gt;
&#039;&#039;A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&#039;&#039;&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;
* Unconfirmed - Does not affect aliens&#039; chance to crit.&lt;br /&gt;
===The Greater Good===&lt;br /&gt;
&#039;&#039;The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&#039;&#039;&lt;br /&gt;
* You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
===Marathon===&lt;br /&gt;
&#039;&#039;The game takes considerably longer to complete.&#039;&#039;&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 (i.e.: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days).&lt;br /&gt;
* Cost of building items and facilities: x2 (including advanced materials such as Alien Alloys or Elerium).&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). &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 requirements 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 after April. 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. For more details see [[Alien Deployment (EU2012)#Species Deployment|Species Deployment]].&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 remain 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;
===Results Driven===&lt;br /&gt;
&#039;&#039;A country will offer less funding as its panic increases.&#039;&#039;&lt;br /&gt;
* Funding is boosted by 25% from countries with level 1 panic and is cut by 25% for each panic level above 2 (125% of funding at panic level 1, 100% at panic level 2, 75% at panic level 3, 50% at panic level 4 and 25% at panic level 5).&lt;br /&gt;
===High Stakes===&lt;br /&gt;
&#039;&#039;The rewards granted for stopping alien abductions are randomized.&#039;&#039;&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;
===Diminishing Returns===&lt;br /&gt;
&#039;&#039;The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&#039;&#039;&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 from 20 to 10 days. &lt;br /&gt;
===More Than Human===&lt;br /&gt;
&#039;&#039;The [[Psionic (EU2012)|psionic]] gift is extremely rare.&#039;&#039;&lt;br /&gt;
* You&#039;ll automatically gain one amongst the first 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. &lt;br /&gt;
* However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low.&lt;br /&gt;
** The chance for Psi is calculated by dividing the trainee&#039;s Will by 8, and then further dividing it by (1 + number of already existing psi soldiers). As an example, the chance for a 2nd Psionic when testing a 120 Will soldier would be: 120/8/2 or 7.5%.&lt;br /&gt;
&lt;br /&gt;
== Impossible Victory Unlocks ==&lt;br /&gt;
===Total Loss===&lt;br /&gt;
&#039;&#039;Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&#039;&#039;&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;
* Think twice about giving equipment to rookies who will be used as cannon fodder. &lt;br /&gt;
===War Weariness===&lt;br /&gt;
&#039;&#039;Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&#039;&#039;&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;
===E-115===&lt;br /&gt;
&#039;&#039;[[Elerium (EU2012)|Elerium]] stores will degrade over time.&#039;&#039;&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;
* At the beginning it is better to sell all recovered Elerium until you can actually use it for manufacturing.&lt;br /&gt;
* Later, after you capture a [[UFOs (EU2012)|UFO]] try to use as much of it as possible. &lt;br /&gt;
* Elerium used in Engineering, Foundry and Research projects is &#039;saved&#039;, so one way to keep some Elerium is to start projects and stop them before their completion to recover and use the Elerium into something more useful.  &lt;br /&gt;
===Alternate Sources===&lt;br /&gt;
&#039;&#039;The power requirements of all facilities are increased.&#039;&#039;&lt;br /&gt;
* Power cost of all facilities are doubled. &lt;br /&gt;
* [[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;
===Easy/Normal===&lt;br /&gt;
====Training Roulette====&lt;br /&gt;
&#039;&#039;Randomize all [[Classes (EU2012)|class]] abilities sets.&#039;&#039; &lt;br /&gt;
* You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. &lt;br /&gt;
* 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;
* For more tips see [[Training Roulette (EU2012)|Training Roulette]].&lt;br /&gt;
====Save Scum====&lt;br /&gt;
&#039;&#039;Saving a game will reset the RNG seed for the shots.&#039;&#039;&lt;br /&gt;
* This is essentially a cheat that can be used even on Ironman. &lt;br /&gt;
====Aiming Angles====&lt;br /&gt;
&#039;&#039;The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines.&#039;&#039;&lt;br /&gt;
* Can be very useful, makes the game more intuitive and realistic and less about either/or line of sight predictions - but Thin Men will also appreciate this option a lot.&lt;br /&gt;
&lt;br /&gt;
=== Normal Victory Unlocks ===&lt;br /&gt;
====Mind Hates Matter====&lt;br /&gt;
&#039;&#039;Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.&#039;&#039;&lt;br /&gt;
===Classic Victory Unlocks ===&lt;br /&gt;
====Itchy Trigger Tentacle====&lt;br /&gt;
&#039;&#039;Non-cover aliens with ranged attack have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&#039;&#039;&lt;br /&gt;
* Applies to Floaters (both kinds), [[Mechtoid (EU2012)|Mechtoids]], [[Cyberdisc (EU2012)|Cyberdiscs]], [[Drone (EU2012)|Drones]], [[Sectopod (EU2012)|Sectopods]], and [[Ethereal (EU2012)|Ethereals]]. &lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Movement_(EU2012)&amp;diff=70287</id>
		<title>Talk:Movement (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Movement_(EU2012)&amp;diff=70287"/>
		<updated>2016-01-14T21:52:08Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Diagonals==&lt;br /&gt;
There&#039;s a bit more to this (diagonals for instance are a puzzle for me to figure out) but the 0.625 value is close to the truth, although I&#039;ve seen a lot of discussion on this.&lt;br /&gt;
&lt;br /&gt;
If you set that each game square costs 1.625 and the diagonal costs 2.298 points to move then it matches the ingame results (7 squares straight, 5 squares on a diagonal). &lt;br /&gt;
&lt;br /&gt;
It would be nice to have also a summary of the different items/armor and how much extra points/squares they give. Sprinter is described to add 3 extra tiles (or squares) movement, so that would correspond to 4.875 movement points, for instance. [[User:Hobbes|Hobbes]] 10:36, 8 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
: The difficulty is compounded by the fact the page announces two different ratios: Multiplying the movement stat by 0.625 is equivalent of each tile costing exactly 1.6 movement; while the formula &amp;quot;each tile costs 1.625&amp;quot; is equivalent to multiplying the movement stat by about 0.615 [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 16:52, 14 January 2016 (EST)&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Artillery/_Firing_Blindly&amp;diff=70263</id>
		<title>Artillery/ Firing Blindly</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Artillery/_Firing_Blindly&amp;diff=70263"/>
		<updated>2016-01-12T19:25:06Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: More on boosting HEs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This strategy is pretty much the complement of [[Scouting]]. In the event that you can&#039;t see any enemy aliens... you could go look for them.&lt;br /&gt;
&lt;br /&gt;
Or... you could just bombard the area, and kill anything that MIGHT be there.&lt;br /&gt;
&lt;br /&gt;
Just aim at the ground, trees, buildings... blow them all up with impunity. Also, the clouds of smoke you kick up are a good defensive shield. If you manage to kill something, hurray! If you don&#039;t... oh well, that&#039;s what spare clips are for. Cheaper than your soldiers lives by far. If you fired off a Large Rocket or Auto-Fire AC-HE, and got multiple kills in one salvo, feel jubilant the first few times, then come to realise: this actually happens with alarming frequency.&lt;br /&gt;
&lt;br /&gt;
A Heavy Rocket costs $900. A full clip of Auto Cannon Heavy Explosive rounds costs $700. A grenade costs $300. These are probably the 3 most effective weapons for area bombardment, other than Blaster Bombs, which I deem to be near priceless. A heavy Rocket also has better terrain destruction capabilities than any explosive other than the High Explosive and the Blaster Bomb.&lt;br /&gt;
&lt;br /&gt;
Obviously, the Heavy Rocket is the most effective and powerful option. 100 explosive power. Scary. Trouble is, it takes up a lot of space, uses up a lot of TU, is very heavy, and is expensive. However, it blows up a pretty huge area, and does a lot of damage. Also, a Heavy Rocket will almost always One Hit Kill a Cyberdisc.&lt;br /&gt;
Sadly, the Heavy Rocket has a high chance of blowing up a lot of loot, because those alien guns can actually withstand explosions from AC-HE, but not these things.&lt;br /&gt;
&lt;br /&gt;
The AC-HE rounds are very very economical, both in TU and cost. You get 14 shots with 42 power each. Not bad at all. For comparison, the Heavy Cannon is 6 shots with 52 power.&lt;br /&gt;
&lt;br /&gt;
The grenade costs $300, and has 50 power. It is quite TU consuming to prime and toss a grenade, but they have very useful arcs of fire.&lt;br /&gt;
&lt;br /&gt;
Later in the game, once your soldiers become very strong, Heavy Explosives 110 power is still unutilised, since Alien Grenades have 90 power and are much lighter and half the inventory space.&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 10:09, 21 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:As long as you&#039;re using Grenades, you might look into your friend the [[High Explosive]], which is far better for clearing areas; I often use it to level farmhouses, especially when using XComUtil&#039;s weapons edits.  You should note that if you only use one explosive, the loot will survive, since loot that&#039;s not on the ground can&#039;t be destroyed by a single explosion(though the alien corpse sometimes can).  &lt;br /&gt;
&lt;br /&gt;
:As the High Explosive is rather bulky, some people might prefer to use the [[Alien Grenade]] instead.  It&#039;s as light as a regular grenade, and has almost twice the firepower.  It also is standard gear for most aliens, and after you get about midway into the game, you&#039;ll be hard pressed to get rid of all the alien grenades you&#039;re finding.&lt;br /&gt;
&lt;br /&gt;
:The [[Tank/Rocket Launcher|Rocket Tank]] is another option for this, especially once you get the Avenger, since it&#039;s hard to equip 26 soldiers with 80 items. The main disadvantages are the ammo limit(8) and the cost of the tank and ammo.  The major advantages are free repair if not killed, excellent ability for suppressive fire, no energy limit(tanks start each turn with full energy), and the fact it doesn&#039;t count against the 80-item limit.&lt;br /&gt;
&lt;br /&gt;
:You might also consider the use of the [[Small Launcher]] as a substitute or replacement for the Rocket Launcher against many aliens.  Ammo is easy to find on mid to large UFOs.  The Small Launcher has a rather impressive blast radius and stun damage, and will NEVER destroy loot.  It&#039;s also very accurate.  As a bonus, the aliens are only stunned, not killed, which is useful if you&#039;re trying to get some informants.  Even if you aren&#039;t, any unit that&#039;s stunned will drop all its gear.  The aliens are too stupid to pick up their own weapon, so as long as you&#039;re not using it against psionic aliens or small terror units, it still works fine.  (Large terror units never wake up from stun.)  The major disadvantage here is that you don&#039;t know if you stunned anything in the area, since stunned units don&#039;t scream, and there&#039;s the potential for the aliens to wake up later and make you need to hunt them down at the end of the mission.  The fact the Small Launcher can only hold one shot at a time and its moderately sluggish rate of fire also is a limit.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:56, 22 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: We really ought to avoid using the main article as a talk forum - but then again some of our best articles started off as chats. We&#039;ll get round to it.&lt;br /&gt;
&lt;br /&gt;
:: High Explosives have 120% more firepower than the standard grenade in exchange for twice the weight and bulk, and five times the price. The key here is that you&#039;ll need twice the amount of strength to throw it around reasonably. 40 strength (which brand new rookies can get or start near) is the magic number to aim for as they&#039;ll be able toss the high explosive a reasonable distance away. Once it goes even higher, your soldiers will be tossing them around like ordinary grenades back when they were rookies! Perfect for blind shelling. Save your precious alien grenades as a last resort or for training up new recruits. It&#039;s almost a tradition to wipe out the top level (and bottom level if you want to be really thorough) of barns with high explosives. &lt;br /&gt;
&lt;br /&gt;
:: By the way, don&#039;t forget the grenade hit attribution bug when using high explosives. Not really a problem when used with blind shelling, but lots of folks tend to prefer dropping it rather than throwing it as it&#039;s easier to use this way. Particularly with flying suits. For example, it&#039;s easy to hover over a hole (on top of a UFO) and then dropping the High Explosive right down so that it lands exactly where you want it. Mind you, this is a good way to conserve your blaster bombs. -[[User:NKF|NKF]] 22:48, 22 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Personally, I think that XComUtil&#039;s edit of the Heavy Explosive is very imbalanced. The unmodified Heavy Explosive is quite well balanced in regards to the normal grenade, the modified HE is quite ridiculous. Personally, I think that for 200 power, the HE should have a weight of 10. It&#039;s Earth technology, you can BUY it, it doesn&#039;t use Elerium or anything... of course you can get a bigger boom, but only through building a bigger bomb!&lt;br /&gt;
As for using Stun Bombs for Artillery Purposes... it doesn&#039;t really work, except for firing around corners and stuff... It&#039;s more like when you are fairly certain that there is an alien camping there and you want to get him.&lt;br /&gt;
In the case of my artillery fire tactic, I would say that, on Superhuman difficulty, ESPECIALLY AT NIGHT, I spam my AC-HE ammo to rather extreme extents (alien reactions and accuracy too high!)... I would say that my hit/miss ratio for blind fire is 1 kill per clip of AC-HE... on average. Some missions I don&#039;t hit a single alien with my bombardment attacks... ouch.&lt;br /&gt;
My Terror Missions often end up with none, or maybe 1 civilian still alive.... hahahaha.&lt;br /&gt;
[[User:Jasonred|Jasonred]] 03:38, 24 February 2009 (CST)&lt;br /&gt;
: Sounds like a good compromise. At least it seems easy to do in OpenXCom: Just adding &amp;quot;weight: 10&amp;quot; to XcomUtil_High_Explosive_Damage.rul should do the trick. [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 10:03, 1 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
: Also, this would make HWP Fusion Bomb look EVEN WORSE than it already is (BB&#039;s knock-off weaker enough to lack hull-breaching ability, but more expensive to make). =) However, in OpenXCom you could also reduce HE pack&#039;s blast radius - which would make it fit the niche as a dedicated demolition charge, rather than an oversized frag grenade or air-to-ground bomb. -[[User:TBeholder|TBeholder]] ([[User talk:TBeholder|talk]]) 20:40, 1 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
::Nah, the [[High Explosive]] is a grenade and is thus [[Explosions|limited]] to a 6-square radius anyway, while the [[Hovertank/Launcher]]&#039;s weapon counts as a guided missile and as such is only limited to an 11-square radius. In all honesty, the Hovertank/Launcher does fill an important niche: it&#039;s the only heavy artillery (besides the Rocket Tank, which it strictly outclasses in capability if not in cost) that&#039;s psi-immune and doesn&#039;t eat 1 of your 80-item limit per shot. As such, I almost always bring two to the Cydonia mission. Jasonred&#039;s right, though; the High Explosive is decently-balanced to begin with and doesn&#039;t need to be hacked to 200 power. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:44, 4 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Still I like the idea of a dedicated wall-breaching charge that would be available in the early game. In fact, making its radius small enough could make it safe enough to handle by simply laying it down and running rather than throwing, which means it could be even heavier. Could probably raise its cost, too. [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 14:25, 12 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
This is a great tactic to use when you don&#039;t feel your soldiers are confident enough to face the current level of alien threat. In the US Army euphemism this might be called &amp;quot;control by fire&amp;quot; or &amp;quot;preparing the battlefield&amp;quot;. It&#039;s an approach used very enthusiastically by the Russians in Afghanistan and Chechenya. It&#039;s a nicely game-balanced tactic to use in this game because you reduce risk to friendly forces but pay the price in terms of lost loot, lost prisoners, and civilian casualties - all of which give reduced score. But, on the positive side of the register, you survive and live to fight another day, older and wiser. And, as noted above, the munitions are pretty cheap. You could probably fire off all the rockets and AC-HE your squad could carry into battle and still not expend the cost of replacing a couple of soldiers. In the interests of destroying a bit less loot, it is better to use fewer, bigger warheads rather than many small ones. For this the AC-HE is maybe less than ideal. If clearing a battlefield, maybe it&#039;s best to use it one handed, so that the rounds spray around more and don&#039;t fall on the same location (destroying loot). Also you will find AC-HE won&#039;t penetrate light building cover, where aliens can lurk unharmed and ambush you when you move in. For this reason I prefer rockets, or at least a judicious use of HC-HE / HC-AP to open holes in buildings first. Then by all means, fire AC-HE through the holes. Now, by the time you have Alien Grenades and Blaster Bombs, this tactic is highly unsporting. Though it might be understandable the first time you meet Ethereals. But then, you really don&#039;t want your guys running around with a lot of rockets and HE when that happens! [[User:Spike|Spike]] 16:34, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:(This isn&#039;t entirely a response to the person immediately above; it&#039;s just indented to be easily distinguishable.)&lt;br /&gt;
&lt;br /&gt;
:Firing blind doesn&#039;t necessarily have to be done with explosives. Doing it with [[Laser Rifle]]s is also quite possible. When you find a building, an orchard, or some other cluster of cover, instead of moving your scouts to the entrance, just move them out of the line of fire and target the cover itself with automatic fire from your snipers. You might reveal aliens with the barrage, but! Since the ones doing the firing are your snipers, from outside their own visual range, there won&#039;t be any reaction fire. So you can just target the revealed alien with the next couple of bursts. You&#039;ll probably also get some blind kills from the sheer volume of fire you&#039;re directing at the area; it&#039;s entirely possible to blast down a wall with one shot of a burst and kill the alien hiding behind it with the second shot. The advantage of doing it with lasers is, of course, that you don&#039;t waste ammunition or destroy loot; the trade-off is that you&#039;ll need a lot of snipers to lay down that much fire. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 18:24, 1 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Artillery/_Firing_Blindly&amp;diff=70095</id>
		<title>Artillery/ Firing Blindly</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Artillery/_Firing_Blindly&amp;diff=70095"/>
		<updated>2016-01-01T15:03:57Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: This part is not part of my answer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This strategy is pretty much the complement of [[Scouting]]. In the event that you can&#039;t see any enemy aliens... you could go look for them.&lt;br /&gt;
&lt;br /&gt;
Or... you could just bombard the area, and kill anything that MIGHT be there.&lt;br /&gt;
&lt;br /&gt;
Just aim at the ground, trees, buildings... blow them all up with impunity. Also, the clouds of smoke you kick up are a good defensive shield. If you manage to kill something, hurray! If you don&#039;t... oh well, that&#039;s what spare clips are for. Cheaper than your soldiers lives by far. If you fired off a Large Rocket or Auto-Fire AC-HE, and got multiple kills in one salvo, feel jubilant the first few times, then come to realise: this actually happens with alarming frequency.&lt;br /&gt;
&lt;br /&gt;
A Heavy Rocket costs $900. A full clip of Auto Cannon Heavy Explosive rounds costs $700. A grenade costs $300. These are probably the 3 most effective weapons for area bombardment, other than Blaster Bombs, which I deem to be near priceless. A heavy Rocket also has better terrain destruction capabilities than any explosive other than the High Explosive and the Blaster Bomb.&lt;br /&gt;
&lt;br /&gt;
Obviously, the Heavy Rocket is the most effective and powerful option. 100 explosive power. Scary. Trouble is, it takes up a lot of space, uses up a lot of TU, is very heavy, and is expensive. However, it blows up a pretty huge area, and does a lot of damage. Also, a Heavy Rocket will almost always One Hit Kill a Cyberdisc.&lt;br /&gt;
Sadly, the Heavy Rocket has a high chance of blowing up a lot of loot, because those alien guns can actually withstand explosions from AC-HE, but not these things.&lt;br /&gt;
&lt;br /&gt;
The AC-HE rounds are very very economical, both in TU and cost. You get 14 shots with 42 power each. Not bad at all. For comparison, the Heavy Cannon is 6 shots with 52 power.&lt;br /&gt;
&lt;br /&gt;
The grenade costs $300, and has 50 power. It is quite TU consuming to prime and toss a grenade, but they have very useful arcs of fire.&lt;br /&gt;
&lt;br /&gt;
Later in the game, once your soldiers become very strong, Heavy Explosives 110 power is still unutilised, since Alien Grenades have 90 power and are much lighter and half the inventory space.&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 10:09, 21 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:As long as you&#039;re using Grenades, you might look into your friend the [[High Explosive]], which is far better for clearing areas; I often use it to level farmhouses, especially when using XComUtil&#039;s weapons edits.  You should note that if you only use one explosive, the loot will survive, since loot that&#039;s not on the ground can&#039;t be destroyed by a single explosion(though the alien corpse sometimes can).  &lt;br /&gt;
&lt;br /&gt;
:As the High Explosive is rather bulky, some people might prefer to use the [[Alien Grenade]] instead.  It&#039;s as light as a regular grenade, and has almost twice the firepower.  It also is standard gear for most aliens, and after you get about midway into the game, you&#039;ll be hard pressed to get rid of all the alien grenades you&#039;re finding.&lt;br /&gt;
&lt;br /&gt;
:The [[Tank/Rocket Launcher|Rocket Tank]] is another option for this, especially once you get the Avenger, since it&#039;s hard to equip 26 soldiers with 80 items. The main disadvantages are the ammo limit(8) and the cost of the tank and ammo.  The major advantages are free repair if not killed, excellent ability for suppressive fire, no energy limit(tanks start each turn with full energy), and the fact it doesn&#039;t count against the 80-item limit.&lt;br /&gt;
&lt;br /&gt;
:You might also consider the use of the [[Small Launcher]] as a substitute or replacement for the Rocket Launcher against many aliens.  Ammo is easy to find on mid to large UFOs.  The Small Launcher has a rather impressive blast radius and stun damage, and will NEVER destroy loot.  It&#039;s also very accurate.  As a bonus, the aliens are only stunned, not killed, which is useful if you&#039;re trying to get some informants.  Even if you aren&#039;t, any unit that&#039;s stunned will drop all its gear.  The aliens are too stupid to pick up their own weapon, so as long as you&#039;re not using it against psionic aliens or small terror units, it still works fine.  (Large terror units never wake up from stun.)  The major disadvantage here is that you don&#039;t know if you stunned anything in the area, since stunned units don&#039;t scream, and there&#039;s the potential for the aliens to wake up later and make you need to hunt them down at the end of the mission.  The fact the Small Launcher can only hold one shot at a time and its moderately sluggish rate of fire also is a limit.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:56, 22 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: We really ought to avoid using the main article as a talk forum - but then again some of our best articles started off as chats. We&#039;ll get round to it.&lt;br /&gt;
&lt;br /&gt;
:: High Explosives have 120% more firepower than the standard grenade in exchange for twice the weight and bulk, and five times the price. The key here is that you&#039;ll need twice the amount of strength to throw it around reasonably. 40 strength (which brand new rookies can get or start near) is the magic number to aim for as they&#039;ll be able toss the high explosive a reasonable distance away. Once it goes even higher, your soldiers will be tossing them around like ordinary grenades back when they were rookies! Perfect for blind shelling. Save your precious alien grenades as a last resort or for training up new recruits. It&#039;s almost a tradition to wipe out the top level (and bottom level if you want to be really thorough) of barns with high explosives. &lt;br /&gt;
&lt;br /&gt;
:: By the way, don&#039;t forget the grenade hit attribution bug when using high explosives. Not really a problem when used with blind shelling, but lots of folks tend to prefer dropping it rather than throwing it as it&#039;s easier to use this way. Particularly with flying suits. For example, it&#039;s easy to hover over a hole (on top of a UFO) and then dropping the High Explosive right down so that it lands exactly where you want it. Mind you, this is a good way to conserve your blaster bombs. -[[User:NKF|NKF]] 22:48, 22 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Personally, I think that XComUtil&#039;s edit of the Heavy Explosive is very imbalanced. The unmodified Heavy Explosive is quite well balanced in regards to the normal grenade, the modified HE is quite ridiculous. Personally, I think that for 200 power, the HE should have a weight of 10. It&#039;s Earth technology, you can BUY it, it doesn&#039;t use Elerium or anything... of course you can get a bigger boom, but only through building a bigger bomb!&lt;br /&gt;
As for using Stun Bombs for Artillery Purposes... it doesn&#039;t really work, except for firing around corners and stuff... It&#039;s more like when you are fairly certain that there is an alien camping there and you want to get him.&lt;br /&gt;
In the case of my artillery fire tactic, I would say that, on Superhuman difficulty, ESPECIALLY AT NIGHT, I spam my AC-HE ammo to rather extreme extents (alien reactions and accuracy too high!)... I would say that my hit/miss ratio for blind fire is 1 kill per clip of AC-HE... on average. Some missions I don&#039;t hit a single alien with my bombardment attacks... ouch.&lt;br /&gt;
My Terror Missions often end up with none, or maybe 1 civilian still alive.... hahahaha.&lt;br /&gt;
[[User:Jasonred|Jasonred]] 03:38, 24 February 2009 (CST)&lt;br /&gt;
: Sounds like a good compromise. At least it seems easy to do in OpenXCom: Just adding &amp;quot;weight: 10&amp;quot; to XcomUtil_High_Explosive_Damage.rul should do the trick. [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 10:03, 1 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a great tactic to use when you don&#039;t feel your soldiers are confident enough to face the current level of alien threat. In the US Army euphemism this might be called &amp;quot;control by fire&amp;quot; or &amp;quot;preparing the battlefield&amp;quot;. It&#039;s an approach used very enthusiastically by the Russians in Afghanistan and Chechenya. It&#039;s a nicely game-balanced tactic to use in this game because you reduce risk to friendly forces but pay the price in terms of lost loot, lost prisoners, and civilian casualties - all of which give reduced score. But, on the positive side of the register, you survive and live to fight another day, older and wiser. And, as noted above, the munitions are pretty cheap. You could probably fire off all the rockets and AC-HE your squad could carry into battle and still not expend the cost of replacing a couple of soldiers. In the interests of destroying a bit less loot, it is better to use fewer, bigger warheads rather than many small ones. For this the AC-HE is maybe less than ideal. If clearing a battlefield, maybe it&#039;s best to use it one handed, so that the rounds spray around more and don&#039;t fall on the same location (destroying loot). Also you will find AC-HE won&#039;t penetrate light building cover, where aliens can lurk unharmed and ambush you when you move in. For this reason I prefer rockets, or at least a judicious use of HC-HE / HC-AP to open holes in buildings first. Then by all means, fire AC-HE through the holes. Now, by the time you have Alien Grenades and Blaster Bombs, this tactic is highly unsporting. Though it might be understandable the first time you meet Ethereals. But then, you really don&#039;t want your guys running around with a lot of rockets and HE when that happens! [[User:Spike|Spike]] 16:34, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Artillery/_Firing_Blindly&amp;diff=70094</id>
		<title>Artillery/ Firing Blindly</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Artillery/_Firing_Blindly&amp;diff=70094"/>
		<updated>2016-01-01T15:03:25Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: Weight of XcomUtil&amp;#039;s boosted HEs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This strategy is pretty much the complement of [[Scouting]]. In the event that you can&#039;t see any enemy aliens... you could go look for them.&lt;br /&gt;
&lt;br /&gt;
Or... you could just bombard the area, and kill anything that MIGHT be there.&lt;br /&gt;
&lt;br /&gt;
Just aim at the ground, trees, buildings... blow them all up with impunity. Also, the clouds of smoke you kick up are a good defensive shield. If you manage to kill something, hurray! If you don&#039;t... oh well, that&#039;s what spare clips are for. Cheaper than your soldiers lives by far. If you fired off a Large Rocket or Auto-Fire AC-HE, and got multiple kills in one salvo, feel jubilant the first few times, then come to realise: this actually happens with alarming frequency.&lt;br /&gt;
&lt;br /&gt;
A Heavy Rocket costs $900. A full clip of Auto Cannon Heavy Explosive rounds costs $700. A grenade costs $300. These are probably the 3 most effective weapons for area bombardment, other than Blaster Bombs, which I deem to be near priceless. A heavy Rocket also has better terrain destruction capabilities than any explosive other than the High Explosive and the Blaster Bomb.&lt;br /&gt;
&lt;br /&gt;
Obviously, the Heavy Rocket is the most effective and powerful option. 100 explosive power. Scary. Trouble is, it takes up a lot of space, uses up a lot of TU, is very heavy, and is expensive. However, it blows up a pretty huge area, and does a lot of damage. Also, a Heavy Rocket will almost always One Hit Kill a Cyberdisc.&lt;br /&gt;
Sadly, the Heavy Rocket has a high chance of blowing up a lot of loot, because those alien guns can actually withstand explosions from AC-HE, but not these things.&lt;br /&gt;
&lt;br /&gt;
The AC-HE rounds are very very economical, both in TU and cost. You get 14 shots with 42 power each. Not bad at all. For comparison, the Heavy Cannon is 6 shots with 52 power.&lt;br /&gt;
&lt;br /&gt;
The grenade costs $300, and has 50 power. It is quite TU consuming to prime and toss a grenade, but they have very useful arcs of fire.&lt;br /&gt;
&lt;br /&gt;
Later in the game, once your soldiers become very strong, Heavy Explosives 110 power is still unutilised, since Alien Grenades have 90 power and are much lighter and half the inventory space.&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 10:09, 21 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:As long as you&#039;re using Grenades, you might look into your friend the [[High Explosive]], which is far better for clearing areas; I often use it to level farmhouses, especially when using XComUtil&#039;s weapons edits.  You should note that if you only use one explosive, the loot will survive, since loot that&#039;s not on the ground can&#039;t be destroyed by a single explosion(though the alien corpse sometimes can).  &lt;br /&gt;
&lt;br /&gt;
:As the High Explosive is rather bulky, some people might prefer to use the [[Alien Grenade]] instead.  It&#039;s as light as a regular grenade, and has almost twice the firepower.  It also is standard gear for most aliens, and after you get about midway into the game, you&#039;ll be hard pressed to get rid of all the alien grenades you&#039;re finding.&lt;br /&gt;
&lt;br /&gt;
:The [[Tank/Rocket Launcher|Rocket Tank]] is another option for this, especially once you get the Avenger, since it&#039;s hard to equip 26 soldiers with 80 items. The main disadvantages are the ammo limit(8) and the cost of the tank and ammo.  The major advantages are free repair if not killed, excellent ability for suppressive fire, no energy limit(tanks start each turn with full energy), and the fact it doesn&#039;t count against the 80-item limit.&lt;br /&gt;
&lt;br /&gt;
:You might also consider the use of the [[Small Launcher]] as a substitute or replacement for the Rocket Launcher against many aliens.  Ammo is easy to find on mid to large UFOs.  The Small Launcher has a rather impressive blast radius and stun damage, and will NEVER destroy loot.  It&#039;s also very accurate.  As a bonus, the aliens are only stunned, not killed, which is useful if you&#039;re trying to get some informants.  Even if you aren&#039;t, any unit that&#039;s stunned will drop all its gear.  The aliens are too stupid to pick up their own weapon, so as long as you&#039;re not using it against psionic aliens or small terror units, it still works fine.  (Large terror units never wake up from stun.)  The major disadvantage here is that you don&#039;t know if you stunned anything in the area, since stunned units don&#039;t scream, and there&#039;s the potential for the aliens to wake up later and make you need to hunt them down at the end of the mission.  The fact the Small Launcher can only hold one shot at a time and its moderately sluggish rate of fire also is a limit.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:56, 22 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: We really ought to avoid using the main article as a talk forum - but then again some of our best articles started off as chats. We&#039;ll get round to it.&lt;br /&gt;
&lt;br /&gt;
:: High Explosives have 120% more firepower than the standard grenade in exchange for twice the weight and bulk, and five times the price. The key here is that you&#039;ll need twice the amount of strength to throw it around reasonably. 40 strength (which brand new rookies can get or start near) is the magic number to aim for as they&#039;ll be able toss the high explosive a reasonable distance away. Once it goes even higher, your soldiers will be tossing them around like ordinary grenades back when they were rookies! Perfect for blind shelling. Save your precious alien grenades as a last resort or for training up new recruits. It&#039;s almost a tradition to wipe out the top level (and bottom level if you want to be really thorough) of barns with high explosives. &lt;br /&gt;
&lt;br /&gt;
:: By the way, don&#039;t forget the grenade hit attribution bug when using high explosives. Not really a problem when used with blind shelling, but lots of folks tend to prefer dropping it rather than throwing it as it&#039;s easier to use this way. Particularly with flying suits. For example, it&#039;s easy to hover over a hole (on top of a UFO) and then dropping the High Explosive right down so that it lands exactly where you want it. Mind you, this is a good way to conserve your blaster bombs. -[[User:NKF|NKF]] 22:48, 22 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Personally, I think that XComUtil&#039;s edit of the Heavy Explosive is very imbalanced. The unmodified Heavy Explosive is quite well balanced in regards to the normal grenade, the modified HE is quite ridiculous. Personally, I think that for 200 power, the HE should have a weight of 10. It&#039;s Earth technology, you can BUY it, it doesn&#039;t use Elerium or anything... of course you can get a bigger boom, but only through building a bigger bomb!&lt;br /&gt;
As for using Stun Bombs for Artillery Purposes... it doesn&#039;t really work, except for firing around corners and stuff... It&#039;s more like when you are fairly certain that there is an alien camping there and you want to get him.&lt;br /&gt;
In the case of my artillery fire tactic, I would say that, on Superhuman difficulty, ESPECIALLY AT NIGHT, I spam my AC-HE ammo to rather extreme extents (alien reactions and accuracy too high!)... I would say that my hit/miss ratio for blind fire is 1 kill per clip of AC-HE... on average. Some missions I don&#039;t hit a single alien with my bombardment attacks... ouch.&lt;br /&gt;
My Terror Missions often end up with none, or maybe 1 civilian still alive.... hahahaha.&lt;br /&gt;
[[User:Jasonred|Jasonred]] 03:38, 24 February 2009 (CST)&lt;br /&gt;
: Sounds like a good compromise. At least it seems easy to do in OpenXCom: Just adding &amp;quot;weight: 10&amp;quot; to XcomUtil_High_Explosive_Damage.rul should do the trick. [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 10:03, 1 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
: This is a great tactic to use when you don&#039;t feel your soldiers are confident enough to face the current level of alien threat. In the US Army euphemism this might be called &amp;quot;control by fire&amp;quot; or &amp;quot;preparing the battlefield&amp;quot;. It&#039;s an approach used very enthusiastically by the Russians in Afghanistan and Chechenya. It&#039;s a nicely game-balanced tactic to use in this game because you reduce risk to friendly forces but pay the price in terms of lost loot, lost prisoners, and civilian casualties - all of which give reduced score. But, on the positive side of the register, you survive and live to fight another day, older and wiser. And, as noted above, the munitions are pretty cheap. You could probably fire off all the rockets and AC-HE your squad could carry into battle and still not expend the cost of replacing a couple of soldiers. In the interests of destroying a bit less loot, it is better to use fewer, bigger warheads rather than many small ones. For this the AC-HE is maybe less than ideal. If clearing a battlefield, maybe it&#039;s best to use it one handed, so that the rounds spray around more and don&#039;t fall on the same location (destroying loot). Also you will find AC-HE won&#039;t penetrate light building cover, where aliens can lurk unharmed and ambush you when you move in. For this reason I prefer rockets, or at least a judicious use of HC-HE / HC-AP to open holes in buildings first. Then by all means, fire AC-HE through the holes. Now, by the time you have Alien Grenades and Blaster Bombs, this tactic is highly unsporting. Though it might be understandable the first time you meet Ethereals. But then, you really don&#039;t want your guys running around with a lot of rockets and HE when that happens! [[User:Spike|Spike]] 16:34, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=70088</id>
		<title>Suppression (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=70088"/>
		<updated>2015-12-31T09:41:38Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: Reworded suppression overwatch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; is a combat ability shared by the [[Heavy (EU2012)|Heavy]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], the upgraded [[SHIV (EU2012)|S.H.I.V]] as well as most of the [[Alien Life Forms (EU2012)|Aliens]]. &lt;br /&gt;
&lt;br /&gt;
Its purpose is to degrade the enemy&#039;s ability to fire and maneuver. The target&#039;s [[Attack_(EU2012)|Aim]] suffers a 30 point penalty, and your soldier gets an [[Overwatch (EU2012)|Overwatch]] shot on the target if it tries to get away. It uses up two units of ammo and cannot be activated if you have less. If your [[Heavy (EU2012)|Heavy]] has Danger Zone and suppresses multiple targets, he&#039;ll get Overwatch shot on any of them, but all his suppression effects end after that.&lt;br /&gt;
&lt;br /&gt;
Taking a reaction shot on Suppression does not deduct additional ammo on top of what was already &#039;paid&#039;.  To think of it another way, two volleys is how much is needed for a long-term suppression, but if they provoke Overwatch, you&#039;ll instead use some of the ammo to shoot them and then end the suppression. Therefore you can take a reaction shot on suppression even if suppressing used the last of your ammo.&lt;br /&gt;
&lt;br /&gt;
Suppression allows you to pin down a target that you can&#039;t immediately kill, reducing its ability to hurt your soldiers. You can then get your people to [[Cover (EU2012)|cover]], or attempt to [[Flanking_(EU2012)|flank]] the alien. Suppressive fire sometimes destroys the enemy&#039;s cover, which may allow another soldier better line of fire on the alien, and tying it together with Holo-Targeting (a passive [[Heavy (EU2012)|Heavy]] ability that adds +10 Aim to anyone firing on units he shots at that turn) and / or Flush (an [[Assault (EU2012)|Assault]] attack that forces the target to move whether it connects or not) can allow for quick decimation of your target.&lt;br /&gt;
&lt;br /&gt;
Since it affects the enemy&#039;s Aim, Suppression is not so effective when used against an enemy that relies on hand-to-hand (melee) combat such as [[Chryssalid (EU2012)|Chryssalids]] or [[Muton_(EU2012)#Muton_Berserker|Berserkers]]. However, the free shot still applies should they move, and all other races tend to stay put no matter how slim the chance of the Overwatch shot actually connecting.&lt;br /&gt;
&lt;br /&gt;
Using it on the [[Sectopod (EU2012)|Sectopods]] allows you to move your men into place without having to worry about their powerful reaction shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dealing with Suppression===&lt;br /&gt;
Suppression can be dealt with in a number of ways. Firstly you can attack the suppressing unit before moving or using the suppressed soldier.  You don&#039;t need to kill them, taking any damage cancels the Suppression effect.&lt;br /&gt;
&lt;br /&gt;
The [[Classes (EU2012)#Assault|Assault]] class ability Lightning Reflexes will counter the first reaction shot in a turn, so if your Assault soldier has this ability and is suppressed, it is safe to move him/her. Activating [[Ghost Armor (EU2012)|Ghost Armor]] will also break suppression on that soldier.&lt;br /&gt;
&lt;br /&gt;
Using an ability without moving will not trigger a reaction shot, and many abilities don&#039;t use aim, so are unaffected by suppression, such as thrown explosives, launchers, or psionic powers.&lt;br /&gt;
&lt;br /&gt;
A unit being suppressed will have a large &amp;quot;Suppressed!&amp;quot; notification over the movement square icon while selected, to remind you of the risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod_(EU2012)&amp;diff=70032</id>
		<title>Sectopod (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod_(EU2012)&amp;diff=70032"/>
		<updated>2015-12-30T15:10:59Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Sectopod 2 (EU2012).png|right|300px|Sectopod]]&lt;br /&gt;
&lt;br /&gt;
An artificial warrior for the Alien Army, these huge robotic units are a massive threat to your squad members. They are armed with some of the best weaponry the Aliens have. Not only can they use a heavy Plasma Cannon built into its body that can fire twice during a turn but they have a rocket salvo (Cluster Bomb) that they can use to lay waste to large areas. Their Plasma Cannon will also go automatically into [[Overwatch (EU2012)|Overwatch]] mode after it is used and can also fire twice while on reaction fire. Finally, the Plasma Cannon will deal area of effect damage when it hits a target and can be used to destroy terrain (and cover). Their armour is the very best around, it will take a huge deal of focus fire to take down and there is also the [[Drone (EU2012)|Drones]] it brings along with it to consider. It can also use both its turn moves for attacking, but only at different targets.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t charge as aggressively as [[Cyberdisc (EU2012)|Cyberdiscs]] but they are significantly more dangerous. They will usually stay still and destroy your squad from far away.&lt;br /&gt;
&lt;br /&gt;
They are immune to most psionic attacks, with the exception of &#039;&#039;&#039;Rift&#039;&#039;&#039;. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Info ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|150px]]&lt;br /&gt;
|appears=September&amp;lt;br&amp;gt;February (Marathon)&amp;lt;br&amp;gt;Overseer UFO&lt;br /&gt;
|hp=30/30/30/30&lt;br /&gt;
|aim=80/80/90/90&lt;br /&gt;
|defense=30&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectopod Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN CANNONFIRE.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;|| &#039;&#039;Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&#039;&#039;&amp;lt;br&amp;gt; Base Damage: 9-11, Critical Damage: 15 or 16, Critical Chance: 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_CLUSTERBOMB.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039; || &#039;&#039;Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.&#039;&#039;&amp;lt;br&amp;gt;Each mini-bomb deals 6 Damage. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:REINFORCED ARMOR.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || &#039;&#039;All incoming damage is reduced by 50%&#039;&#039;&amp;lt;br&amp;gt; Enemy Within DLC only.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Sectopods start appearing in September (vanilla) or February (Marathon).&lt;br /&gt;
* They also have the &#039;&#039;&#039;Robotic&#039;&#039;&#039; passive ability, making them immune to stun, poison and most psionic attacks. &lt;br /&gt;
* The Sectopod&#039;s Cannon Fire will cause damage target to anything within small Area of Effect, and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different targets).&lt;br /&gt;
** [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]: Sectopod&#039;s Cannon Fire lost the AoE damage, but can now attack same target twice if there is only a single target within firing range.&lt;br /&gt;
** Cannon Fire can also be used to free target terrain by the Sectopod. &lt;br /&gt;
* The Cluster Bomb attack marks a large area, and after one turn, saturate it with a barrage of explosive minibombs. It finishes the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives (6 damage each).&lt;br /&gt;
**While it is targeting an area to use the Cluster Bomb ability the camera will briefly zoom on that area, allowing you to know where the rockets will hit.&lt;br /&gt;
**There are a few odd terrain/cover situations where the targeted soldier doesn&#039;t even need to move, such as being indoors (roofs are indestructible, intercept missiles), or lack of floors (in flight, balconies at certain angles: the bombs don&#039;t even damage directly, it&#039;s the &#039;&#039;splash damage&#039;&#039; that brings the hurt)&lt;br /&gt;
*If killed during a successful mission a [[Sectopod Wreck (EU2012)|Sectopod Wreck]] will be recovered.&lt;br /&gt;
** Researching Sectopod wrecks will unlock the [[Foundry (EU2012)#Advanced Construction|Advanced Construction]] Foundry project.&lt;br /&gt;
*Suppressing them disallows their reaction fire that they get (even if not on Overwatch).&lt;br /&gt;
*An excellent strategy exploits their beam weapons&#039; splash damage: Mind Control an alien, and have them stand right next to the Sectopod. When they are fired on, it will likely be for Critical damage, which will then also hit &#039;&#039;them.&#039;&#039;&lt;br /&gt;
*[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] changes:&lt;br /&gt;
**The &#039;nerfing&#039; they endure, that their beam weapons no longer have an AoE effect, actually helps them in that the above strategy no longer works at all.&lt;br /&gt;
**Reinforced Armor ability reduces all damage by 50%.&lt;br /&gt;
**Their death explosion is now essentially a (slightly larger) Alien Grenade going off, 5 Damage included to anything standing near it (about the range of the Assault&#039;s modified Close and Personal, for example).&lt;br /&gt;
**Sectopods can detect cloaked soldiers and will either use their cannon to destroy their cover (and reveal the soldier if it has [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]), or they will target the ghosted soldier&#039;s location with their Cluster Bomb barrage.&lt;br /&gt;
**There is some good news: Disabling Shot now actually disables the Sectopod&#039;s weapon for a turn (a previous bug would cause it to continuously fire while on Overwatch).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Aliens (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Highway1_(EU2012)&amp;diff=69470</id>
		<title>Talk:Highway1 (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Highway1_(EU2012)&amp;diff=69470"/>
		<updated>2015-11-27T21:44:22Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Deadly bottomless pit? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadly bottomless pit? ==&lt;br /&gt;
&lt;br /&gt;
Something weird is evidenced in [https://www.youtube.com/watch?v=7w8fkxqR0YM?t=26m30s this video] at 26:30. There&#039;s also a comment mentioning it happening to flying soldiers.&lt;br /&gt;
&lt;br /&gt;
It seems like the bottomless pits on either side of the road cause instant death to flying units trying to cross the gap...[[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 16:44, 27 November 2015 (EST)&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=69220</id>
		<title>Unused Features (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=69220"/>
		<updated>2015-11-19T21:03:22Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Second Wave */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=INT Files=&lt;br /&gt;
All of the code/data on this page is taken from legacy code present in the following game files:&lt;br /&gt;
* XComGame.INT&lt;br /&gt;
* XComStrategyGame.INT&lt;br /&gt;
&lt;br /&gt;
There are differences between these files on the demo and the latest patch. Demo code is listed in &#039;&#039;italics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Various stages of development and features can be extrapolated from the data. Other references can be assumed to be related to the dropped &#039;Prestige&#039; versions of the soldier classes (mentioned by Ananda Gupta on this [https://www.youtube.com/watch?v=iwfoDiv9biU&amp;amp;list=PL-lTq9LJCHpRP88U3dngU2P6GhJ8KqEjP&amp;amp;index=6 video]), which suggest that their development did go quite a bit farther than just the planning stages, and that some measure of programming into their abilites was in progress before the &#039;Prestige&#039; versions of each class were dropped entirely.&lt;br /&gt;
&lt;br /&gt;
==Additional Continent and Bonus==&lt;br /&gt;
Most likely for Australia - probably dropped for game balance/design.&lt;br /&gt;
*ContinentBonusNames[eCB_Panic]=&amp;quot;\&amp;quot;Tireless Diplomacy\&amp;quot;&amp;quot;&lt;br /&gt;
*ContinentBonusDesc[eCB_Panic]=&amp;quot;The rise of panic is slowed worldwide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Status==&lt;br /&gt;
Additional soldier status while in the Barracks? Most likely was intended as a push to use a number of soldiers, rather than relying on a single elite squad (which might&#039;ve helped players from getting stuck if said team was TPK&#039;ed).&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Fatigued]=&amp;quot;Tired&amp;quot;&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Exhausted]=&amp;quot;Exhausted&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Attitude==&lt;br /&gt;
An uncertain modifier, possibly related to different style of voice clips used by soldiers.&lt;br /&gt;
&lt;br /&gt;
*m_strAttitudeProfessional=PROFESSIONAL&lt;br /&gt;
*m_strAttitudeBrash=BRASH&lt;br /&gt;
&lt;br /&gt;
==Staff Monthly Costs==&lt;br /&gt;
As in the original game but it seems that it was later dropped. &lt;br /&gt;
*m_strSalary=&amp;quot;Staff Salaries&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Game Objectives==&lt;br /&gt;
Most likely there was a requirement for a certain number of Shards before being able to research them and unlock the Alien Base. It may be also possible that there was more than 1 Alien Base present during the game. &lt;br /&gt;
*GameObjectiveNames[eObj_ObtainShards]=&amp;quot;Obtain More Outsider shards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Transfer Jets to Nation==&lt;br /&gt;
The same way that nations offer credits for the transfer of satellites, the same happened for interceptors. &lt;br /&gt;
*m_strLabelFCFinishedJetTransfer=&amp;quot;A Jet transfer has successfully taken place in &amp;lt;XGParam:StrValue0/&amp;gt;. Return to the Situation Room to claim your reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Extra aircraft weapons==&lt;br /&gt;
The Stingray was a craft weapon from the original game. The UFO weapons may be used in the Overseer. &lt;br /&gt;
*ShipWeaponNames[eShipWeapon_Stingray]=Stingray&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]=&amp;quot;UFO Weapon I&amp;quot;&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaII]=&amp;quot;UFO Weapon II&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==End Game Stats include Playstyle==&lt;br /&gt;
Additional end game stats. Seems to be determined regarding a player&#039;s priorites while playing. &lt;br /&gt;
*m_strPlayLabel=&amp;quot;Playstyle:&amp;quot;&lt;br /&gt;
**m_strSummTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**m_strCombatTitle=&amp;quot;Combat&amp;quot;&lt;br /&gt;
**m_strSpecialistsTitle=&amp;quot;Science/Engineering&amp;quot;&lt;br /&gt;
**m_strResourcesTitle=&amp;quot;Resources&amp;quot;&lt;br /&gt;
**m_strLossTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**DAYS=&amp;quot;Days&amp;quot;&lt;br /&gt;
**PCT=&amp;quot;%&amp;quot;&lt;br /&gt;
**m_strWin=&amp;quot;Victory&amp;quot;&lt;br /&gt;
**m_strLose=&amp;quot;Defeat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_PerfectHero]=&amp;quot;Immortal Hero&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Underdog]=&amp;quot;Underdog&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Science]=&amp;quot;Genius&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Combat]=&amp;quot;Warlord&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Money]=&amp;quot;Magnate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Theses lines of code suggest that there was a complex player analysis planned instead of the Player/World results screen seen at the end of the full game: Immortal Hero may have been for a campaign completed without a single KIA, or with long strings of victorious missions, Underdog for heavy losses, Genius for high numbers of Scientists and Engineers, Warlord with large number of item/weapon builds, and [[wikipedia:Magnate|Magnate]] for high levels of rescources/credits.&lt;br /&gt;
&lt;br /&gt;
==Different Research Path==&lt;br /&gt;
===Additional steps to rech Alien Materials, Alien Weapons and New Fightercraft===&lt;br /&gt;
There are separate entries for Alien Alloys and Alien Materials, so it seems that there was an additional step for researching them. The same happens with UFO Flight, which was a research topic on the original game (UFO Construction) necessary before researching New Fighter Craft.&lt;br /&gt;
&lt;br /&gt;
*TechTypeCodeName[eTech_UFOFlight]=&amp;quot;UFO Flight&amp;quot;&lt;br /&gt;
*TechTypeNames[eTech_AlienAlloys]=&amp;quot;Alien Alloys&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienAlloys]=&amp;quot;\&amp;quot;The alloys used in the fabrication of the alien weapons and technology are like nothing we&#039;ve ever seen. Light, flexible, and considerably stronger than any known material.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienWeaponry]=&amp;quot;\&amp;quot;These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Individual Research for Laser weaponry===&lt;br /&gt;
Instead of the grouping of Laser Pistol and Laser Rifle into Laser Weapons, Laser Sniper Rifle and Scatter Laser into Precision Lasers and Heavy Laser and Laser Cannon into Heavy Lasers, all of them seem to have been separate research topics. &lt;br /&gt;
*TechTypeSummary[eTech_Laser_Pistol]=&amp;quot;\&amp;quot;The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we&#039;ve already gained important insights into portable laser technology.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Rifle]=&amp;quot;\&amp;quot;Based on our research into the alien weapon fragments, we believe it&#039;s possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Shotgun]=&amp;quot;\&amp;quot;Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we&#039;ve theorized a number of other interesting variations. One of our more promising concepts is a  hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Heavy]=&amp;quot;\&amp;quot;Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Sniper]=&amp;quot;\&amp;quot;With our continued advancement in the field of laser optics, we believe we&#039;ve devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Cannon]=&amp;quot;\&amp;quot;We&#039;ve finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Unit Weapons and Items==&lt;br /&gt;
===Weapons and Equipment===&lt;br /&gt;
Bait Grenade most likely is another name for Mimic Beacon. Possibly some kind of area-of-effect, accuracy-reducing item, akin (but in reverse application) to &#039;&#039;&#039;TK Field&#039;&#039;&#039; and &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[XGAmmo_BaitGrenade]&lt;br /&gt;
*m_aItemNames[eItem_FlashBang]=&amp;quot;Flash Grenade&amp;quot;&lt;br /&gt;
*m_strPenaltyFlashBang=Flash Bang&lt;br /&gt;
Hand to Hand combat?&lt;br /&gt;
*[XGAmmo_PlasmaBlade]&lt;br /&gt;
**m_strWeapon=&amp;quot;Plasma Blade&amp;quot;&lt;br /&gt;
For science missions?&lt;br /&gt;
*[XGAmmo_ScienceDevice]&lt;br /&gt;
There are separate entries for [[Stun Rod]] (from the original game) and Arc Thrower.&lt;br /&gt;
*[XGAmmo_Stun Rod]&lt;br /&gt;
Battle Scanner seems to have been an item rather than an ability at one point. &lt;br /&gt;
*m_aItemNames[eItem_BattleScanner]=&amp;quot;Battle Scanner&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_BattleScanner]=&amp;quot;Battle Scanners&amp;quot;&lt;br /&gt;
Additional Grenades (Including [[Psi-Amp]] from the original game)&lt;br /&gt;
*m_aItemNames[eItem_NeutronGrenade]=&amp;quot;Neutron Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_SectoidGrenade]=&amp;quot;Sectoid Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_FloaterGrenade]=&amp;quot;Floater Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ThinManGrenade]=&amp;quot;Thin Man Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_PsiGrenade]=&amp;quot;Psi Grenade&amp;quot;&lt;br /&gt;
*&#039;&#039;m_aItemNames[eItem_PsiAmp]=&amp;quot;Psi Amp&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Each advanced armor seems to have had several different versions, each with unique abilities. Note that the 3 versions of Carapace Armor are listed as &amp;quot;Level 2&amp;quot;, and the Golem, Titan, Ghost, and Archangel were all &amp;quot;Level 3&amp;quot;. For refrence; the Assault&#039;s &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; ability gives bonus health in addition to each armor&#039;s normal Hit Point increase, in relation to the armor&#039;s level. In the full game, that ability gives the starting Body Armor 1 additional point of health, the Ghost Armor is actually considered a &amp;quot;Level 2&amp;quot; armor and gives another 2 points, and only the Titan and Archangel give 4 more to Assaults. &lt;br /&gt;
&lt;br /&gt;
And while problably unrelated, note the &amp;quot;Goliath&amp;quot; armor: the Alloy S.H.I.V.s, when constructed, are named &amp;quot;GOLIATH-&amp;lt;production number&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[XGArmor_LevelIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Heavy Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once.  Inventory and mobility, however, are severly restricted.&amp;quot;&lt;br /&gt;
***Implies that either equipping a pistol, on top of the primary weapon, was origionally to be &amp;quot;unlocked&amp;quot; thusly, or that two primary weapons could have been dual-weilded somehow. Interestingly, the description audio that Dr. Shen gives when you first equip the Titan Armor still has has a mention of carrying additional firepower. But then an Assault with two shotguns would be &#039;&#039;Contra 3&#039;&#039;, not XCOM.&lt;br /&gt;
*[XGArmor_LevelIILight]&lt;br /&gt;
**m_strName=&amp;quot;Light Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons.  A soldier in this armor can climb almost any surface, though they cannot carry as much gear.&amp;quot;&lt;br /&gt;
***Almost certainly the concept for the Skeleton Armor, which gives 1 less hit point than the Carapace, and contains the grappling hook.&lt;br /&gt;
*[XGArmor_LevelIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Golem is impervious to damage.&amp;quot;&lt;br /&gt;
**m_aItemNames[eItem_ArmorGolem]=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIILight]&lt;br /&gt;
**m_strName=&amp;quot;Ghost Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Ghost is capable of vanishing from sight.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Titan Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Titan armor provides an excellent defense against alien weapons.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMediumAir]&lt;br /&gt;
**m_strName=&amp;quot;Archangel Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Archangel is capable of flight.&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ArmorGoliath]=&amp;quot;Goliath Armor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Alien Artifacts===&lt;br /&gt;
Additional alien artifacts present during missions. &lt;br /&gt;
*[XGArtifact_MummyPod]&lt;br /&gt;
**m_strName=&amp;quot;Mummy Pod&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MummyPod]=&amp;quot;Mummy Pods&amp;quot;&lt;br /&gt;
*[XGArtifact_Technology]&lt;br /&gt;
m_strName=&amp;quot;Alien Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_CommunicationsDevice]&lt;br /&gt;
**m_strName=&amp;quot;Alien Communication Device&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will give +2 to the soldiers TAC for the remainder of combat.  If not used, loot can be disassembled for parts back at HQ.&lt;br /&gt;
*[XGArtifact_AlienSalvage_Food]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Food&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Technology]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Entertainment]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Entertainment&amp;quot;&lt;br /&gt;
*[XGArtifact_MedicalStation]&lt;br /&gt;
**m_strName=&amp;quot;Alien Medical Station&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will fully restore a soldier&#039;s hit points. If not used, loot can be disassembled for parts back at HQ.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MedicalStation]=&amp;quot;Medical Stations&amp;quot;&lt;br /&gt;
*[XGArtifact_Alien_Beacon]&lt;br /&gt;
**m_strName=&amp;quot;Alien Beacon&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Use this beacon to deactivate the power core.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Beacon]=&amp;quot;Alien Beacons&amp;quot;&lt;br /&gt;
*[XGArtifact_Interact]&lt;br /&gt;
**m_strName=&amp;quot;Alien Console&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Hack this console.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Console]=&amp;quot;Alien Consoles&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Interact]=&amp;quot;Alien Interactions&amp;quot;&lt;br /&gt;
*[XGArtifact_Salvage]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Take this salvage back to your base.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Salvage]=&amp;quot;Alien Salvages&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_I]&lt;br /&gt;
m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_II]&lt;br /&gt;
**m_strName=&amp;quot;Hyperwave Transmitter&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_III]&lt;br /&gt;
**m_strName=&amp;quot;Plasma Cannons&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_IV]&lt;br /&gt;
**m_strName=&amp;quot;UFO Power Core&amp;quot;&lt;br /&gt;
[XGArtifact_UFO_V]&lt;br /&gt;
**m_strName=&amp;quot;Psi Link&amp;quot;&lt;br /&gt;
**m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienIntelligence]&lt;br /&gt;
**m_strName=&amp;quot;Alien Intelligence&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_AlienIntel]=&amp;quot;Alien Intel&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_CommStation]=&amp;quot;Comm Stations&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_Alien_WeaponsLocker]=&amp;quot;Alien Weapons Lockers&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_FogPod]=&amp;quot;Alien Fog Devices&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Storage]=&amp;quot;Alien Storage&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Bomb]=&amp;quot;Alien Bombs&amp;quot;&lt;br /&gt;
*XGAlienLoot]&lt;br /&gt;
**m_strAlienDeviceDefused=Alien Device has been defused!&lt;br /&gt;
**m_strSFXBoom=... (BOOM) ...&lt;br /&gt;
**m_strSelfBlowSingular=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strSelfBlowPlural=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strFoundAlienDevice=&amp;lt;XGParam:StrValue0/&amp;gt; found an Alien Device!&lt;br /&gt;
&lt;br /&gt;
===Item Properties===&lt;br /&gt;
This property may actually be used with the Total Loss option of Second Wave&lt;br /&gt;
*m_strArmorExplodeFragments=&amp;lt;XGParam:StrValue0/&amp;gt; armor explodes into fragments!&lt;br /&gt;
&lt;br /&gt;
==Battle Results==&lt;br /&gt;
*m_strUFO=&amp;quot;UFO Intercepted!&amp;quot;&lt;br /&gt;
*m_strTerror=&amp;quot;City Defended!&amp;quot;&lt;br /&gt;
*m_strActI=&amp;quot;Alien Base Destroyed!&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_strActII=&amp;quot;Alien Destroyer Neutralized!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sAliensKilled=&amp;quot;Aliens killed:&amp;quot;&lt;br /&gt;
*m_sXComKilled=&amp;quot;XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strPanicReduced=&amp;quot;Panic Level Reduced by&amp;quot;&lt;br /&gt;
*m_strPanicUnchanged=&amp;quot;Panic Level Unchanged.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_sBonusShortMission=&amp;quot;Mission completed in 10 turns:&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sBonusNoCasualties=&amp;quot;No XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strBonus=&amp;quot;Bonus!&amp;quot;&lt;br /&gt;
*m_strPaniHelp=&amp;quot;Shooting down UFOs is the easiest way to reduce panic.&amp;quot;&lt;br /&gt;
**Replaced with a straight grading in the Mission Results after loss/victory, as most missions don&#039;t involve the number of turns taken. There is an achievement for completing a Very Difficult abduction mission in 5 turns in Classic/Impossible difficulty: but like all achievements it does not affect gameplay.&lt;br /&gt;
&#039;&#039;&#039;*m_sArtifactsRecovered=&amp;quot;Total Alien Artifacts Recovered:&amp;quot;&lt;br /&gt;
*m_sArtifactTip=&amp;quot;The Engineering facility can break down Alien Artifacts into parts.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
**Somewhat implies that non-reasearch artifacts (ie: Alien Surgury, Alien Stasis Tank) may have had parts to &#039;harvest&#039; for research or engineering, or perhaps could have been broken for your Alien Alloy stores.&lt;br /&gt;
&lt;br /&gt;
==Inventory Item Slots==&lt;br /&gt;
&lt;br /&gt;
Several of the Unused Armor descriptions suggest that an individual soldier&#039;s inventory size used to be modular, and/or had body-part-specific item slots, similar to the original game.&lt;br /&gt;
&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBack]=&amp;quot;Right Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBack]=&amp;quot;Left Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightHand]=&amp;quot;Right Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftHand]=&amp;quot;Left Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Grapple]=&amp;quot;Grapple&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightThigh]=&amp;quot;Right Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftThigh]=&amp;quot;Left Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBelt]=&amp;quot;Left Belt&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBoot]=&amp;quot;Left Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBoot]=&amp;quot;Right Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightChest]=&amp;quot;Right Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftChest]=&amp;quot;Left Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightForearm]=&amp;quot;Right Forearm&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightSling]=&amp;quot;Right Sling&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RearBackPack]=&amp;quot;Rear BackPack&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_PsiSource]=&amp;quot;Psi Source&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Head]=&amp;quot;Head&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_CenterChest]=&amp;quot;Center Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_ChestCannon]=&amp;quot;Chest Cannon&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_None]=&amp;quot;None&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Alien Flora==&lt;br /&gt;
An unused [[Vahlen (EU2012)|Dr.Vahlen]] comment directed at some kind of alien flora and how it implies that the aliens may be trying to establish a long-term colony on Earth. This is likely cut because conquering Earth and establishing a colony contradicts the aliens&#039; true motives.&lt;br /&gt;
&lt;br /&gt;
[CS_ABM_Alien_Flora SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Zombie Autopsy==&lt;br /&gt;
An unused research proposal, the research project itself was left blank, implying that this research option was cut early on. (Which is understandable. To autopsy zombies, you have to recover zombie corpses first. And if zombies have corpses, that means you&#039;ll be able to sell them in the Grey Market. Would you really want to sell the rotten, decaying corpses of random civilians/your former soldiers?)&lt;br /&gt;
&lt;br /&gt;
TechTypeSummary[eTech_AutopsyZombie]=&amp;quot;\&amp;quot;It&#039;s not clear what tangible benefits might come from investigating the human remains of the spider-like alien&#039;s victim, although the mechanism by which our troops are infected is worth studying.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Grey Market Facility==&lt;br /&gt;
In the full game, the Grey Market is still technically &amp;quot;unlocked&amp;quot; when the Situation Room tab itself is unlocked, after the first Abduction mission&lt;br /&gt;
&lt;br /&gt;
[Council_GreyMarketUnlock SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Second Wave==&lt;br /&gt;
Additional option: an increase of cities attacked under Abduction mission, probably removed for difficulty balance.&lt;br /&gt;
&lt;br /&gt;
* m_arrGameplayToggleTitle[eGO_MoreAbductionSites]=The Blitz&lt;br /&gt;
* m_arrGameplayToggleDesc[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack.&lt;br /&gt;
&lt;br /&gt;
==Additional Abilities==&lt;br /&gt;
*m_arrCategoryNames[eCat_Ability]=&amp;quot;Ability&amp;quot;&lt;br /&gt;
*m_arrCategoryNames[eCat_NewPerks]=&amp;quot;New Perks&amp;quot;&lt;br /&gt;
*AbilityAvailableMessages[eAAvailable_ErrRequiresPerks]=&amp;quot;This ability requires training this soldier does not possess.&amp;quot;&lt;br /&gt;
**This entry suggests that Abilities were once set in distinct skill trees, akin to various RPGs (like the &#039;&#039;Diablo&#039;&#039; series), and that high-level skills required prerequisite abilities to be chosen (which itself suggests that both (more?) of a Class&#039; Rank&#039;s ability could have been acquired).&lt;br /&gt;
&lt;br /&gt;
==Close Combat Mode==&lt;br /&gt;
m_aExpandedLocalizedStrings[eELS_UnitInCloseCombat]=&amp;quot;NOT USED ANYMORE: &amp;lt;XGParam:StrValue0/&amp;gt; entered close combat!&amp;quot;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
*Along with the dropped Plasma Blade item, this suggests that melee combat was once planned.&lt;br /&gt;
&lt;br /&gt;
=UPK Files=&lt;br /&gt;
===XComStrategyGame.upk===&lt;br /&gt;
&#039;&#039;&#039;XGShip_Dropship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists upgrades for the Skyranger: &lt;br /&gt;
 enum EDropshipUpgrade&lt;br /&gt;
 {&lt;br /&gt;
 	eDU_UFOPowerSource,&lt;br /&gt;
  	eDU_UFOEngine,&lt;br /&gt;
 	eDU_Mortar,&lt;br /&gt;
 	eDU_MAX&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XGWander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists terrain types:&lt;br /&gt;
&lt;br /&gt;
 enum eTerrainType&lt;br /&gt;
 {&lt;br /&gt;
 	eTerrain_None,&lt;br /&gt;
 	eTerrain_WaterDeep,&lt;br /&gt;
 	eTerrain_WaterShallow,&lt;br /&gt;
 	eTerrain_Beach,&lt;br /&gt;
 	eTerrain_Grass,&lt;br /&gt;
  	eTerrain_Hills,&lt;br /&gt;
 	eTerrain_Mountains,&lt;br /&gt;
 	eTerrain_MAX&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
=Disabled/Unused Abilities=&lt;br /&gt;
These abilities are presented/mentioned on the game code but they are deactivated - most don&#039;t seem to work and are merely listed for documentation. &lt;br /&gt;
The activities whose status is Inactive can be activated through a game mod. For more details check this link [http://forums.nexusmods.com/index.php?/topic/818540-the-flamers-torch-and-other-new-abilities/].&lt;br /&gt;
&lt;br /&gt;
Ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;. The icons are taken from the textures present in the game files and are educated guesses based on the Abilities&#039; name and description. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Status&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Notes &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_AIM.png|32px|left]] &#039;&#039;&#039;Aim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;Increase Aim by 20 for 2 turns&#039;&#039; || Holo-Targeting cousin/prototype?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_TORCH.png|32px|left]] &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; || Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_COMMAND.png|32px|left]]&#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039; || Probably dropped due to potential abuse: 5 soldiers could make 1 well-equipped soldier move and attack an absurd number of times.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_HEATWAVE.png|32px|left]]&#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.&#039;&#039; || Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY READYFORANYTHING.png|32px|left]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; || Description suggests something similar to how the [[Sectopod_(EU2012)|Sectopod]]&#039;s &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; ability grants free Overwatch.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_TOOCLOSE.png|32px|left]]&#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039; || Possibly a precursor to the Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; ability. Almost certainly an unused Sniper ability, as Sniper Rifles are the only weapon that suffer a proximity penalty. Perhaps replaced with &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;, due to the relatively minor difference in aim it would make.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_MARK.png|32px|left]]&#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; ||  Has icon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; || Almost certainly a precursor to &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;, perhaps renamed to remove religious connotation?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:SNIPER_BATTLESCANNER.png|32px|left]]&#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; || Early version of &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_PAINTSHOTTARGET.png|32px|left]]&#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; || Early &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;? - Has icon &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_PAINTSHOTDEFENSE.png|32px|left]]&#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; ||A mass &#039;&#039;&#039;Suppression&#039;&#039;&#039; command?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Bottom Up&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Apparently Sniper class&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_DAMAGECOVER.png|32px|left]]&#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039; || Evidently, an ability to intentionally (and reliably) destroy enemy cover with the primary weapon (since doing it on purpose with non-explosive weapons is near-random). This later became the [[MEC Trooper (EU2012)|MEC Trooper]] class&#039; &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability in the Enemy Within DLC&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FIRSTBLOOD.png|32px|left]]&#039;&#039;&#039;First Blood&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; in each mission.&#039;&#039; ||  Original name for &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; ability.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;HEAT Rockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;All attacks do double damage against robotic enemies.&#039;&#039; ||  Original name for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; ability. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FLAMEON.png|32px|left]]&#039;&#039;&#039;Flame On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. Later became the MEC Trooper class&#039; &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; ability in the Enemy Within DLC. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_VENGEANCE.png|32px|left]]&#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; |  &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it. You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_MOVE.png|32px|left]]&#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Fly&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;FlyUp&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;FlyDown&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot SuppressII&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot SuppressArea&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_DESTROY TERRAIN.png|32px|left]]&#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039; ||Another early version of &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Tesla Hammer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Melee weapon?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Hot Potato&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Possibly related to the tactic on the original game of tossing a primed grenade between soldiers to increase its range.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || PFG = Primed Frag Grenade?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG Dropped&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG CookedOff&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Equip Weapon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Unequip the current weapon, and equip the &amp;lt;XGAbility:WeaponName/&amp;gt;&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bolt II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possible original name for &#039;&#039;&#039;Rift&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;War Cry&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possible original name for &#039;&#039;&#039;Blood Call&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_BERSERK.png|32px|left]]&#039;&#039;&#039;Berserk&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; |  ||Has icon. Possibly a soldier&#039;s version of the Berserker&#039;s &#039;&#039;&#039;Blood Lust&#039;&#039;&#039; ability?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Reanimate Ally&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Reanimate Enemy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FLARESHOT.png|32px|left]]&#039;&#039;&#039;Flare Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_SHIVCOVER.png|32px|left]]&#039;&#039;&#039;SHIV Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled? || align=&amp;quot;center&amp;quot; | || Probably cut and replaced with the Alloy SHIV&#039;s ability to provide half-cover.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039;|| Description suggests a moveable cover device: probably cut and replaced with the Alloy SHIV&#039;s ability to provide half-cover.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled  || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Flashbang&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Recycled for the Enemy Within DLC.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following icons are also present in the game textures. Several of those were replaced in the Enemy Within DLC. &lt;br /&gt;
&lt;br /&gt;
[[File:ABILITY_UNKNOWN1.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN2.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN3.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN4.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN5.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN6.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN7.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN8.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN9.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN10.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN11.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN12.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN13.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN14.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN15.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN16.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN17.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN18.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN19.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN20.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN21.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN22.png|32px]]&lt;br /&gt;
&lt;br /&gt;
=Skirmish Mode=&lt;br /&gt;
&lt;br /&gt;
Skirmish mode can be used when activating the Developer&#039;s Console, so it is not a regular game feature. It allows to create single fights, choosing the squad, map and opponents.  &lt;br /&gt;
&lt;br /&gt;
Of note is that only the United States is in the list, and the State list is somewhat random in geographic location. Note that city #3 is G&#039;&#039;&#039;a&#039;&#039;&#039;llop, and not [[Gollop_Chamber_(EU2012)|Gollop]] .&lt;br /&gt;
*[XGBattleDesc]&lt;br /&gt;
**m_strSkirmishOpName=&amp;quot;Tactical Skirmish&amp;quot;&lt;br /&gt;
**m_sLocation=&amp;quot;%sCITY, %sSTATE %sCOUNTRY&amp;quot;&lt;br /&gt;
**m_aCities[0]=&amp;quot;Animosa&amp;quot;&lt;br /&gt;
**m_aCities[1]=&amp;quot;Liberty&amp;quot;&lt;br /&gt;
**m_aCities[2]=&amp;quot;Grapevine&amp;quot;&lt;br /&gt;
**m_aCities[3]=&amp;quot;Gallop&amp;quot;&lt;br /&gt;
**m_aCities[4]=&amp;quot;Kearney&amp;quot;&lt;br /&gt;
**m_aCities[5]=&amp;quot;Neosho&amp;quot;&lt;br /&gt;
**m_aCities[6]=&amp;quot;Oxford&amp;quot;&lt;br /&gt;
**m_aCities[7]=&amp;quot;Enid&amp;quot;&lt;br /&gt;
**m_aCities[8]=&amp;quot;Hayes&amp;quot;&lt;br /&gt;
**m_aCities[9]=&amp;quot;Woodall&amp;quot;&lt;br /&gt;
**m_aCities[10]=&amp;quot;Goodland&amp;quot;&lt;br /&gt;
**m_aCities[11]=&amp;quot;Excelsior Springs&amp;quot;&lt;br /&gt;
**m_aCities[12]=&amp;quot;Lexington&amp;quot;&lt;br /&gt;
**m_aCities[13]=&amp;quot;Empire Falls&amp;quot;&lt;br /&gt;
**m_aStates[0]=&amp;quot;Missouri&amp;quot;&lt;br /&gt;
**m_aStates[1]=&amp;quot;Iowa&amp;quot;&lt;br /&gt;
**m_aStates[2]=&amp;quot;Kansas&amp;quot;&lt;br /&gt;
**m_aStates[3]=&amp;quot;Nebraska&amp;quot;&lt;br /&gt;
**m_aStates[4]=&amp;quot;Minnesota&amp;quot;&lt;br /&gt;
**m_aStates[5]=&amp;quot;Michigan&amp;quot;&lt;br /&gt;
**m_aStates[6]=&amp;quot;Wisconsin&amp;quot;&lt;br /&gt;
**m_aStates[7]=&amp;quot;Oklahoma&amp;quot;&lt;br /&gt;
**m_aStates[8]=&amp;quot;Arkansas&amp;quot;&lt;br /&gt;
**m_aStates[9]=&amp;quot;Texas&amp;quot;&lt;br /&gt;
**m_aStates[10]=&amp;quot;Colorado&amp;quot;&lt;br /&gt;
**m_aStates[11]=&amp;quot;Utah&amp;quot;&lt;br /&gt;
**m_aStates[12]=&amp;quot;Idaho&amp;quot;&lt;br /&gt;
**m_aCountries[0]=&amp;quot;U.S.A&amp;quot;&lt;br /&gt;
**m_aCountries[1]=&amp;quot;U.S.A&amp;quot;&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=69081</id>
		<title>Unused Features (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=69081"/>
		<updated>2015-11-17T20:41:22Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Weapons and Equipment */ If the name is all we have to go by, &amp;quot;Bait grenade&amp;quot; = Mimic Beacon more likely than Flashbang.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=INT Files=&lt;br /&gt;
All of the code/data on this page is taken from legacy code present in the following game files:&lt;br /&gt;
* XComGame.INT&lt;br /&gt;
* XComStrategyGame.INT&lt;br /&gt;
&lt;br /&gt;
There are differences between these files on the demo and the latest patch. Demo code is listed in &#039;&#039;italics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Various stages of development and features can be extrapolated from the data. Other references can be assumed to be related to the dropped &#039;Prestige&#039; versions of the soldier classes (mentioned by Ananda Gupta on this [https://www.youtube.com/watch?v=iwfoDiv9biU&amp;amp;list=PL-lTq9LJCHpRP88U3dngU2P6GhJ8KqEjP&amp;amp;index=6 video]), which suggest that their development did go quite a bit farther than just the planning stages, and that some measure of programming into their abilites was in progress before the &#039;Prestige&#039; versions of each class were dropped entirely.&lt;br /&gt;
&lt;br /&gt;
==Additional Continent and Bonus==&lt;br /&gt;
Most likely for Australia - probably dropped for game balance/design.&lt;br /&gt;
*ContinentBonusNames[eCB_Panic]=&amp;quot;\&amp;quot;Tireless Diplomacy\&amp;quot;&amp;quot;&lt;br /&gt;
*ContinentBonusDesc[eCB_Panic]=&amp;quot;The rise of panic is slowed worldwide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Status==&lt;br /&gt;
Additional soldier status while in the Barracks? Most likely was intended as a push to use a number of soldiers, rather than relying on a single elite squad (which might&#039;ve helped players from getting stuck if said team was TPK&#039;ed).&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Fatigued]=&amp;quot;Tired&amp;quot;&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Exhausted]=&amp;quot;Exhausted&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Attitude==&lt;br /&gt;
An uncertain modifier, possibly related to different style of voice clips used by soldiers.&lt;br /&gt;
&lt;br /&gt;
*m_strAttitudeProfessional=PROFESSIONAL&lt;br /&gt;
*m_strAttitudeBrash=BRASH&lt;br /&gt;
&lt;br /&gt;
==Staff Monthly Costs==&lt;br /&gt;
As in the original game but it seems that it was later dropped. &lt;br /&gt;
*m_strSalary=&amp;quot;Staff Salaries&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Game Objectives==&lt;br /&gt;
Most likely there was a requirement for a certain number of Shards before being able to research them and unlock the Alien Base. It may be also possible that there was more than 1 Alien Base present during the game. &lt;br /&gt;
*GameObjectiveNames[eObj_ObtainShards]=&amp;quot;Obtain More Outsider shards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Transfer Jets to Nation==&lt;br /&gt;
The same way that nations offer credits for the transfer of satellites, the same happened for interceptors. &lt;br /&gt;
*m_strLabelFCFinishedJetTransfer=&amp;quot;A Jet transfer has successfully taken place in &amp;lt;XGParam:StrValue0/&amp;gt;. Return to the Situation Room to claim your reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Extra aircraft weapons==&lt;br /&gt;
The Stingray was a craft weapon from the original game. The UFO weapons may be used in the Overseer. &lt;br /&gt;
*ShipWeaponNames[eShipWeapon_Stingray]=Stingray&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]=&amp;quot;UFO Weapon I&amp;quot;&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaII]=&amp;quot;UFO Weapon II&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==End Game Stats include Playstyle==&lt;br /&gt;
Additional end game stats. Seems to be determined regarding a player&#039;s priorites while playing. &lt;br /&gt;
*m_strPlayLabel=&amp;quot;Playstyle:&amp;quot;&lt;br /&gt;
**m_strSummTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**m_strCombatTitle=&amp;quot;Combat&amp;quot;&lt;br /&gt;
**m_strSpecialistsTitle=&amp;quot;Science/Engineering&amp;quot;&lt;br /&gt;
**m_strResourcesTitle=&amp;quot;Resources&amp;quot;&lt;br /&gt;
**m_strLossTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**DAYS=&amp;quot;Days&amp;quot;&lt;br /&gt;
**PCT=&amp;quot;%&amp;quot;&lt;br /&gt;
**m_strWin=&amp;quot;Victory&amp;quot;&lt;br /&gt;
**m_strLose=&amp;quot;Defeat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_PerfectHero]=&amp;quot;Immortal Hero&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Underdog]=&amp;quot;Underdog&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Science]=&amp;quot;Genius&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Combat]=&amp;quot;Warlord&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Money]=&amp;quot;Magnate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Theses lines of code suggest that there was a complex player analysis planned instead of the Player/World results screen seen at the end of the full game: Immortal Hero may have been for a campaign completed without a single KIA, or with long strings of victorious missions, Underdog for heavy losses, Genius for high numbers of Scientists and Engineers, Warlord with large number of item/weapon builds, and [[wikipedia:Magnate|Magnate]] for high levels of rescources/credits.&lt;br /&gt;
&lt;br /&gt;
==Different Research Path==&lt;br /&gt;
===Additional steps to rech Alien Materials, Alien Weapons and New Fightercraft===&lt;br /&gt;
There are separate entries for Alien Alloys and Alien Materials, so it seems that there was an additional step for researching them. The same happens with UFO Flight, which was a research topic on the original game (UFO Construction) necessary before researching New Fighter Craft.&lt;br /&gt;
&lt;br /&gt;
*TechTypeCodeName[eTech_UFOFlight]=&amp;quot;UFO Flight&amp;quot;&lt;br /&gt;
*TechTypeNames[eTech_AlienAlloys]=&amp;quot;Alien Alloys&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienAlloys]=&amp;quot;\&amp;quot;The alloys used in the fabrication of the alien weapons and technology are like nothing we&#039;ve ever seen. Light, flexible, and considerably stronger than any known material.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienWeaponry]=&amp;quot;\&amp;quot;These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Individual Research for Laser weaponry===&lt;br /&gt;
Instead of the grouping of Laser Pistol and Laser Rifle into Laser Weapons, Laser Sniper Rifle and Scatter Laser into Precision Lasers and Heavy Laser and Laser Cannon into Heavy Lasers, all of them seem to have been separate research topics. &lt;br /&gt;
*TechTypeSummary[eTech_Laser_Pistol]=&amp;quot;\&amp;quot;The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we&#039;ve already gained important insights into portable laser technology.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Rifle]=&amp;quot;\&amp;quot;Based on our research into the alien weapon fragments, we believe it&#039;s possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Shotgun]=&amp;quot;\&amp;quot;Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we&#039;ve theorized a number of other interesting variations. One of our more promising concepts is a  hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Heavy]=&amp;quot;\&amp;quot;Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Sniper]=&amp;quot;\&amp;quot;With our continued advancement in the field of laser optics, we believe we&#039;ve devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Cannon]=&amp;quot;\&amp;quot;We&#039;ve finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Unit Weapons and Items==&lt;br /&gt;
===Weapons and Equipment===&lt;br /&gt;
Bait Grenade most likely is another name for Mimic Beacon. Possibly some kind of area-of-effect, accuracy-reducing item, akin (but in reverse application) to &#039;&#039;&#039;TK Field&#039;&#039;&#039; and &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[XGAmmo_BaitGrenade]&lt;br /&gt;
*m_aItemNames[eItem_FlashBang]=&amp;quot;Flash Grenade&amp;quot;&lt;br /&gt;
*m_strPenaltyFlashBang=Flash Bang&lt;br /&gt;
Hand to Hand combat?&lt;br /&gt;
*[XGAmmo_PlasmaBlade]&lt;br /&gt;
**m_strWeapon=&amp;quot;Plasma Blade&amp;quot;&lt;br /&gt;
For science missions?&lt;br /&gt;
*[XGAmmo_ScienceDevice]&lt;br /&gt;
There are separate entries for [[Stun Rod]] (from the original game) and Arc Thrower.&lt;br /&gt;
*[XGAmmo_Stun Rod]&lt;br /&gt;
Battle Scanner seems to have been an item rather than an ability at one point. &lt;br /&gt;
*m_aItemNames[eItem_BattleScanner]=&amp;quot;Battle Scanner&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_BattleScanner]=&amp;quot;Battle Scanners&amp;quot;&lt;br /&gt;
Additional Grenades (Including [[Psi-Amp]] from the original game)&lt;br /&gt;
*m_aItemNames[eItem_NeutronGrenade]=&amp;quot;Neutron Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_SectoidGrenade]=&amp;quot;Sectoid Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_FloaterGrenade]=&amp;quot;Floater Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ThinManGrenade]=&amp;quot;Thin Man Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_PsiGrenade]=&amp;quot;Psi Grenade&amp;quot;&lt;br /&gt;
*&#039;&#039;m_aItemNames[eItem_PsiAmp]=&amp;quot;Psi Amp&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Each advanced armor seems to have had several different versions, each with unique abilities. Note that the 3 versions of Carapace Armor are listed as &amp;quot;Level 2&amp;quot;, and the Golem, Titan, Ghost, and Archangel were all &amp;quot;Level 3&amp;quot;. For refrence; the Assault&#039;s &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; ability gives bonus health in addition to each armor&#039;s normal Hit Point increase, in relation to the armor&#039;s level. In the full game, that ability gives the starting Body Armor 1 additional point of health, the Ghost Armor is actually considered a &amp;quot;Level 2&amp;quot; armor and gives another 2 points, and only the Titan and Archangel give 4 more to Assaults. &lt;br /&gt;
&lt;br /&gt;
And while problably unrelated, note the &amp;quot;Goliath&amp;quot; armor: the Alloy S.H.I.V.s, when constructed, are named &amp;quot;GOLIATH-&amp;lt;production number&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[XGArmor_LevelIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Heavy Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once.  Inventory and mobility, however, are severly restricted.&amp;quot;&lt;br /&gt;
***Implies that either equipping a pistol, on top of the primary weapon, was origionally to be &amp;quot;unlocked&amp;quot; thusly, or that two primary weapons could have been dual-weilded somehow. Interestingly, the description audio that Dr. Shen gives when you first equip the Titan Armor still has has a mention of carrying additional firepower. But then an Assault with two shotguns would be &#039;&#039;Contra 3&#039;&#039;, not XCOM.&lt;br /&gt;
*[XGArmor_LevelIILight]&lt;br /&gt;
**m_strName=&amp;quot;Light Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons.  A soldier in this armor can climb almost any surface, though they cannot carry as much gear.&amp;quot;&lt;br /&gt;
***Almost certainly the concept for the Skeleton Armor, which gives 1 less hit point than the Carapace, and contains the grappling hook.&lt;br /&gt;
*[XGArmor_LevelIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Golem is impervious to damage.&amp;quot;&lt;br /&gt;
**m_aItemNames[eItem_ArmorGolem]=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIILight]&lt;br /&gt;
**m_strName=&amp;quot;Ghost Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Ghost is capable of vanishing from sight.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Titan Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Titan armor provides an excellent defense against alien weapons.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMediumAir]&lt;br /&gt;
**m_strName=&amp;quot;Archangel Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Archangel is capable of flight.&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ArmorGoliath]=&amp;quot;Goliath Armor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Alien Artifacts===&lt;br /&gt;
Additional alien artifacts present during missions. &lt;br /&gt;
*[XGArtifact_MummyPod]&lt;br /&gt;
**m_strName=&amp;quot;Mummy Pod&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MummyPod]=&amp;quot;Mummy Pods&amp;quot;&lt;br /&gt;
*[XGArtifact_Technology]&lt;br /&gt;
m_strName=&amp;quot;Alien Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_CommunicationsDevice]&lt;br /&gt;
**m_strName=&amp;quot;Alien Communication Device&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will give +2 to the soldiers TAC for the remainder of combat.  If not used, loot can be disassembled for parts back at HQ.&lt;br /&gt;
*[XGArtifact_AlienSalvage_Food]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Food&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Technology]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Entertainment]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Entertainment&amp;quot;&lt;br /&gt;
*[XGArtifact_MedicalStation]&lt;br /&gt;
**m_strName=&amp;quot;Alien Medical Station&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will fully restore a soldier&#039;s hit points. If not used, loot can be disassembled for parts back at HQ.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MedicalStation]=&amp;quot;Medical Stations&amp;quot;&lt;br /&gt;
*[XGArtifact_Alien_Beacon]&lt;br /&gt;
**m_strName=&amp;quot;Alien Beacon&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Use this beacon to deactivate the power core.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Beacon]=&amp;quot;Alien Beacons&amp;quot;&lt;br /&gt;
*[XGArtifact_Interact]&lt;br /&gt;
**m_strName=&amp;quot;Alien Console&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Hack this console.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Console]=&amp;quot;Alien Consoles&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Interact]=&amp;quot;Alien Interactions&amp;quot;&lt;br /&gt;
*[XGArtifact_Salvage]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Take this salvage back to your base.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Salvage]=&amp;quot;Alien Salvages&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_I]&lt;br /&gt;
m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_II]&lt;br /&gt;
**m_strName=&amp;quot;Hyperwave Transmitter&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_III]&lt;br /&gt;
**m_strName=&amp;quot;Plasma Cannons&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_IV]&lt;br /&gt;
**m_strName=&amp;quot;UFO Power Core&amp;quot;&lt;br /&gt;
[XGArtifact_UFO_V]&lt;br /&gt;
**m_strName=&amp;quot;Psi Link&amp;quot;&lt;br /&gt;
**m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienIntelligence]&lt;br /&gt;
**m_strName=&amp;quot;Alien Intelligence&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_AlienIntel]=&amp;quot;Alien Intel&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_CommStation]=&amp;quot;Comm Stations&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_Alien_WeaponsLocker]=&amp;quot;Alien Weapons Lockers&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_FogPod]=&amp;quot;Alien Fog Devices&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Storage]=&amp;quot;Alien Storage&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Bomb]=&amp;quot;Alien Bombs&amp;quot;&lt;br /&gt;
*XGAlienLoot]&lt;br /&gt;
**m_strAlienDeviceDefused=Alien Device has been defused!&lt;br /&gt;
**m_strSFXBoom=... (BOOM) ...&lt;br /&gt;
**m_strSelfBlowSingular=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strSelfBlowPlural=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strFoundAlienDevice=&amp;lt;XGParam:StrValue0/&amp;gt; found an Alien Device!&lt;br /&gt;
&lt;br /&gt;
===Item Properties===&lt;br /&gt;
This property may actually be used with the Total Loss option of Second Wave&lt;br /&gt;
*m_strArmorExplodeFragments=&amp;lt;XGParam:StrValue0/&amp;gt; armor explodes into fragments!&lt;br /&gt;
&lt;br /&gt;
==Battle Results==&lt;br /&gt;
*m_strUFO=&amp;quot;UFO Intercepted!&amp;quot;&lt;br /&gt;
*m_strTerror=&amp;quot;City Defended!&amp;quot;&lt;br /&gt;
*m_strActI=&amp;quot;Alien Base Destroyed!&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_strActII=&amp;quot;Alien Destroyer Neutralized!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sAliensKilled=&amp;quot;Aliens killed:&amp;quot;&lt;br /&gt;
*m_sXComKilled=&amp;quot;XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strPanicReduced=&amp;quot;Panic Level Reduced by&amp;quot;&lt;br /&gt;
*m_strPanicUnchanged=&amp;quot;Panic Level Unchanged.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_sBonusShortMission=&amp;quot;Mission completed in 10 turns:&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sBonusNoCasualties=&amp;quot;No XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strBonus=&amp;quot;Bonus!&amp;quot;&lt;br /&gt;
*m_strPaniHelp=&amp;quot;Shooting down UFOs is the easiest way to reduce panic.&amp;quot;&lt;br /&gt;
**Replaced with a straight grading in the Mission Results after loss/victory, as most missions don&#039;t involve the number of turns taken. There is an achievement for completing a Very Difficult abduction mission in 5 turns in Classic/Impossible difficulty: but like all achievements it does not affect gameplay.&lt;br /&gt;
&#039;&#039;&#039;*m_sArtifactsRecovered=&amp;quot;Total Alien Artifacts Recovered:&amp;quot;&lt;br /&gt;
*m_sArtifactTip=&amp;quot;The Engineering facility can break down Alien Artifacts into parts.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
**Somewhat implies that non-reasearch artifacts (ie: Alien Surgury, Alien Stasis Tank) may have had parts to &#039;harvest&#039; for research or engineering, or perhaps could have been broken for your Alien Alloy stores.&lt;br /&gt;
&lt;br /&gt;
==Inventory Item Slots==&lt;br /&gt;
&lt;br /&gt;
Several of the Unused Armor descriptions suggest that an individual soldier&#039;s inventory size used to be modular, and/or had body-part-specific item slots, similar to the original game.&lt;br /&gt;
&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBack]=&amp;quot;Right Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBack]=&amp;quot;Left Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightHand]=&amp;quot;Right Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftHand]=&amp;quot;Left Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Grapple]=&amp;quot;Grapple&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightThigh]=&amp;quot;Right Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftThigh]=&amp;quot;Left Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBelt]=&amp;quot;Left Belt&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBoot]=&amp;quot;Left Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBoot]=&amp;quot;Right Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightChest]=&amp;quot;Right Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftChest]=&amp;quot;Left Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightForearm]=&amp;quot;Right Forearm&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightSling]=&amp;quot;Right Sling&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RearBackPack]=&amp;quot;Rear BackPack&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_PsiSource]=&amp;quot;Psi Source&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Head]=&amp;quot;Head&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_CenterChest]=&amp;quot;Center Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_ChestCannon]=&amp;quot;Chest Cannon&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_None]=&amp;quot;None&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Alien Flora==&lt;br /&gt;
An unused [[Vahlen (EU2012)|Dr.Vahlen]] comment directed at some kind of alien flora and how it implies that the aliens may be trying to establish a long-term colony on Earth. This is likely cut because conquering Earth and establishing a colony contradicts the aliens&#039; true motives.&lt;br /&gt;
&lt;br /&gt;
[CS_ABM_Alien_Flora SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Zombie Autopsy==&lt;br /&gt;
An unused research proposal, the research project itself was left blank, implying that this research option was cut early on. (Which is understandable. To autopsy zombies, you have to recover zombie corpses first. And if zombies have corpses, that means you&#039;ll be able to sell them in the Grey Market. Would you really want to sell the rotten, decaying corpses of random civilians/your former soldiers?)&lt;br /&gt;
&lt;br /&gt;
TechTypeSummary[eTech_AutopsyZombie]=&amp;quot;\&amp;quot;It&#039;s not clear what tangible benefits might come from investigating the human remains of the spider-like alien&#039;s victim, although the mechanism by which our troops are infected is worth studying.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Grey Market Facility==&lt;br /&gt;
In the full game, the Grey Market is still technically &amp;quot;unlocked&amp;quot; when the Situation Room tab itself is unlocked, after the first Abduction mission&lt;br /&gt;
&lt;br /&gt;
[Council_GreyMarketUnlock SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Second Wave==&lt;br /&gt;
Additional option: an increase of cities attacked under Abduction mission, probably removed for difficulty balance.&lt;br /&gt;
&lt;br /&gt;
m_arrGameplayToggleTitle[eGO_MoreAbductionSites]=The Blitz&lt;br /&gt;
m_arrGameplayToggleDesc[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack.&lt;br /&gt;
&lt;br /&gt;
==Additional Abilities==&lt;br /&gt;
*m_arrCategoryNames[eCat_Ability]=&amp;quot;Ability&amp;quot;&lt;br /&gt;
*m_arrCategoryNames[eCat_NewPerks]=&amp;quot;New Perks&amp;quot;&lt;br /&gt;
*AbilityAvailableMessages[eAAvailable_ErrRequiresPerks]=&amp;quot;This ability requires training this soldier does not possess.&amp;quot;&lt;br /&gt;
**This entry suggests that Abilities were once set in distinct skill trees, akin to various RPGs (like the &#039;&#039;Diablo&#039;&#039; series), and that high-level skills required prerequisite abilities to be chosen (which itself suggests that both (more?) of a Class&#039; Rank&#039;s ability could have been acquired).&lt;br /&gt;
&lt;br /&gt;
==Close Combat Mode==&lt;br /&gt;
m_aExpandedLocalizedStrings[eELS_UnitInCloseCombat]=&amp;quot;NOT USED ANYMORE: &amp;lt;XGParam:StrValue0/&amp;gt; entered close combat!&amp;quot;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
*Along with the dropped Plasma Blade item, this suggests that melee combat was once planned.&lt;br /&gt;
&lt;br /&gt;
=UPK Files=&lt;br /&gt;
===XComStrategyGame.upk===&lt;br /&gt;
&#039;&#039;&#039;XGShip_Dropship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists upgrades for the Skyranger: &lt;br /&gt;
 enum EDropshipUpgrade&lt;br /&gt;
 {&lt;br /&gt;
 	eDU_UFOPowerSource,&lt;br /&gt;
  	eDU_UFOEngine,&lt;br /&gt;
 	eDU_Mortar,&lt;br /&gt;
 	eDU_MAX&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XGWander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists terrain types:&lt;br /&gt;
&lt;br /&gt;
 enum eTerrainType&lt;br /&gt;
 {&lt;br /&gt;
 	eTerrain_None,&lt;br /&gt;
 	eTerrain_WaterDeep,&lt;br /&gt;
 	eTerrain_WaterShallow,&lt;br /&gt;
 	eTerrain_Beach,&lt;br /&gt;
 	eTerrain_Grass,&lt;br /&gt;
  	eTerrain_Hills,&lt;br /&gt;
 	eTerrain_Mountains,&lt;br /&gt;
 	eTerrain_MAX&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
=Disabled/Unused Abilities=&lt;br /&gt;
These abilities are presented/mentioned on the game code but they are deactivated - most don&#039;t seem to work and are merely listed for documentation. &lt;br /&gt;
The activities whose status is Inactive can be activated through a game mod. For more details check this link [http://forums.nexusmods.com/index.php?/topic/818540-the-flamers-torch-and-other-new-abilities/].&lt;br /&gt;
&lt;br /&gt;
Ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;. The icons are taken from the textures present in the game files and are educated guesses based on the Abilities&#039; name and description. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Status&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Notes &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_AIM.png|32px|left]] &#039;&#039;&#039;Aim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;Increase Aim by 20 for 2 turns&#039;&#039; || Holo-Targeting cousin/prototype?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_TORCH.png|32px|left]] &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; || Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_COMMAND.png|32px|left]]&#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039; || Probably dropped due to potential abuse: 5 soldiers could make 1 well-equipped soldier move and attack an absurd number of times.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_HEATWAVE.png|32px|left]]&#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.&#039;&#039; || Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY READYFORANYTHING.png|32px|left]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; || Description suggests something similar to how the [[Sectopod_(EU2012)|Sectopod]]&#039;s &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; ability grants free Overwatch.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_TOOCLOSE.png|32px|left]]&#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039; || Possibly a precursor to the Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; ability. Almost certainly an unused Sniper ability, as Sniper Rifles are the only weapon that suffer a proximity penalty. Perhaps replaced with &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;, due to the relatively minor difference in aim it would make.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_MARK.png|32px|left]]&#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; ||  Has icon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; || Almost certainly a precursor to &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;, perhaps renamed to remove religious connotation?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:SNIPER_BATTLESCANNER.png|32px|left]]&#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; || Early version of &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_PAINTSHOTTARGET.png|32px|left]]&#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; || Early &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;? - Has icon &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_PAINTSHOTDEFENSE.png|32px|left]]&#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; ||A mass &#039;&#039;&#039;Suppression&#039;&#039;&#039; command?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Bottom Up&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Apparently Sniper class&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_DAMAGECOVER.png|32px|left]]&#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039; || Evidently, an ability to intentionally (and reliably) destroy enemy cover with the primary weapon (since doing it on purpose with non-explosive weapons is near-random). This later became the [[MEC Trooper (EU2012)|MEC Trooper]] class&#039; &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability in the Enemy Within DLC&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FIRSTBLOOD.png|32px|left]]&#039;&#039;&#039;First Blood&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; in each mission.&#039;&#039; ||  Original name for &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; ability.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;HEAT Rockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;All attacks do double damage against robotic enemies.&#039;&#039; ||  Original name for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; ability. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FLAMEON.png|32px|left]]&#039;&#039;&#039;Flame On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. Later became the MEC Trooper class&#039; &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; ability in the Enemy Within DLC. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_VENGEANCE.png|32px|left]]&#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; |  &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it. You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_MOVE.png|32px|left]]&#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Fly&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;FlyUp&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;FlyDown&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot SuppressII&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot SuppressArea&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_DESTROY TERRAIN.png|32px|left]]&#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039; ||Another early version of &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Tesla Hammer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Melee weapon?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Hot Potato&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Possibly related to the tactic on the original game of tossing a primed grenade between soldiers to increase its range.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || PFG = Primed Frag Grenade?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG Dropped&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG CookedOff&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Equip Weapon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Unequip the current weapon, and equip the &amp;lt;XGAbility:WeaponName/&amp;gt;&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bolt II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possible original name for &#039;&#039;&#039;Rift&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;War Cry&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possible original name for &#039;&#039;&#039;Blood Call&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_BERSERK.png|32px|left]]&#039;&#039;&#039;Berserk&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; |  ||Has icon. Possibly a soldier&#039;s version of the Berserker&#039;s &#039;&#039;&#039;Blood Lust&#039;&#039;&#039; ability?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Reanimate Ally&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Reanimate Enemy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FLARESHOT.png|32px|left]]&#039;&#039;&#039;Flare Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_SHIVCOVER.png|32px|left]]&#039;&#039;&#039;SHIV Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled? || align=&amp;quot;center&amp;quot; | || Probably cut and replaced with the Alloy SHIV&#039;s ability to provide half-cover.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039;|| Description suggests a moveable cover device: probably cut and replaced with the Alloy SHIV&#039;s ability to provide half-cover.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled  || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Flashbang&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Recycled for the Enemy Within DLC.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following icons are also present in the game textures. Several of those were replaced in the Enemy Within DLC. &lt;br /&gt;
&lt;br /&gt;
[[File:ABILITY_UNKNOWN1.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN2.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN3.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN4.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN5.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN6.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN7.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN8.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN9.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN10.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN11.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN12.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN13.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN14.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN15.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN16.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN17.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN18.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN19.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN20.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN21.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN22.png|32px]]&lt;br /&gt;
&lt;br /&gt;
=Skirmish Mode=&lt;br /&gt;
&lt;br /&gt;
Skirmish mode can be used when activating the Developer&#039;s Console, so it is not a regular game feature. It allows to create single fights, choosing the squad, map and opponents.  &lt;br /&gt;
&lt;br /&gt;
Of note is that only the United States is in the list, and the State list is somewhat random in geographic location. Note that city #3 is G&#039;&#039;&#039;a&#039;&#039;&#039;llop, and not [[Gollop_Chamber_(EU2012)|Gollop]] .&lt;br /&gt;
*[XGBattleDesc]&lt;br /&gt;
**m_strSkirmishOpName=&amp;quot;Tactical Skirmish&amp;quot;&lt;br /&gt;
**m_sLocation=&amp;quot;%sCITY, %sSTATE %sCOUNTRY&amp;quot;&lt;br /&gt;
**m_aCities[0]=&amp;quot;Animosa&amp;quot;&lt;br /&gt;
**m_aCities[1]=&amp;quot;Liberty&amp;quot;&lt;br /&gt;
**m_aCities[2]=&amp;quot;Grapevine&amp;quot;&lt;br /&gt;
**m_aCities[3]=&amp;quot;Gallop&amp;quot;&lt;br /&gt;
**m_aCities[4]=&amp;quot;Kearney&amp;quot;&lt;br /&gt;
**m_aCities[5]=&amp;quot;Neosho&amp;quot;&lt;br /&gt;
**m_aCities[6]=&amp;quot;Oxford&amp;quot;&lt;br /&gt;
**m_aCities[7]=&amp;quot;Enid&amp;quot;&lt;br /&gt;
**m_aCities[8]=&amp;quot;Hayes&amp;quot;&lt;br /&gt;
**m_aCities[9]=&amp;quot;Woodall&amp;quot;&lt;br /&gt;
**m_aCities[10]=&amp;quot;Goodland&amp;quot;&lt;br /&gt;
**m_aCities[11]=&amp;quot;Excelsior Springs&amp;quot;&lt;br /&gt;
**m_aCities[12]=&amp;quot;Lexington&amp;quot;&lt;br /&gt;
**m_aCities[13]=&amp;quot;Empire Falls&amp;quot;&lt;br /&gt;
**m_aStates[0]=&amp;quot;Missouri&amp;quot;&lt;br /&gt;
**m_aStates[1]=&amp;quot;Iowa&amp;quot;&lt;br /&gt;
**m_aStates[2]=&amp;quot;Kansas&amp;quot;&lt;br /&gt;
**m_aStates[3]=&amp;quot;Nebraska&amp;quot;&lt;br /&gt;
**m_aStates[4]=&amp;quot;Minnesota&amp;quot;&lt;br /&gt;
**m_aStates[5]=&amp;quot;Michigan&amp;quot;&lt;br /&gt;
**m_aStates[6]=&amp;quot;Wisconsin&amp;quot;&lt;br /&gt;
**m_aStates[7]=&amp;quot;Oklahoma&amp;quot;&lt;br /&gt;
**m_aStates[8]=&amp;quot;Arkansas&amp;quot;&lt;br /&gt;
**m_aStates[9]=&amp;quot;Texas&amp;quot;&lt;br /&gt;
**m_aStates[10]=&amp;quot;Colorado&amp;quot;&lt;br /&gt;
**m_aStates[11]=&amp;quot;Utah&amp;quot;&lt;br /&gt;
**m_aStates[12]=&amp;quot;Idaho&amp;quot;&lt;br /&gt;
**m_aCountries[0]=&amp;quot;U.S.A&amp;quot;&lt;br /&gt;
**m_aCountries[1]=&amp;quot;U.S.A&amp;quot;&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Defence_Systems&amp;diff=68129</id>
		<title>Base Defence Systems</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Defence_Systems&amp;diff=68129"/>
		<updated>2015-10-31T23:18:49Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}Aliens will soon start finding &amp;amp;mdash; and attacking &amp;amp;mdash; your bases. At your disposal are a number of measures you can use to prevent [[Base Defence|these attacks]] from taking place.&lt;br /&gt;
&lt;br /&gt;
If you have enough space and don&#039;t mind building them, [[Missile Defences|Missile]]/[[Torpedo Defences|Torpedo]] Defences are the most cost-effective of the defensive base facilities.  The odds of penetrating 12 such modules and a [[Grav Shield|Grav]]/[[Bombardment Shield|Bombardment]] Shield are 30 to 1.  On average, 30 attack ships will be destroyed before one gets through.  Such a system costs $3.7 million.  For the same price, 3 [[Fusion Ball Defences|Fusion Ball]]/[[P.W.T. Defences|P.W.T.]] Defences with a Grav/Bombardment Shield will offer only 9 to 1 protection.  Each additional Missile/Torpedo multiplies your base&#039;s longevity by about 2.4, while each additional Fusion/P.W.T. module multiplies it by about 10.4.  Fusion/P.W.T. defenses are more compact, however.  [[Plasma Defences|Plasmas]]/[[Sonic Defences|Sonics]] and [[Laser Defences|Lasers]]/[[Gauss Defences|Gauss]] are completely outclassed by Missiles/Torpedos in terms of cost-effectiveness.&lt;br /&gt;
&lt;br /&gt;
Once aliens have found your base, they will continue to attack it until one of their craft make it past your defensive measures, and the crew are beaten inside the base. Once this happens, the aliens are content that they&#039;ve done enough damage. The base defence screen is boring and gets repetitive quickly, so many players opt to not pay maintenance on defensive measures and simply allow the aliens to land. Given the advantages you have when fighting in your own base (where you have a very good idea of where the alien units will begin and what the layout is), and the fact that an alien commander is always present for you to capture, having aliens arrive could be considered more of a bonus than anything.&lt;br /&gt;
&lt;br /&gt;
To minimize the chance of your bases being found, it is advisable to quickly shoot down any Scout ships on a [[Alien Missions#Alien Retaliation|Retaliation]] mission.  You will need a [[Hyper-wave Decoder]]/[[Transmission Resolver]] to know what type of mission the ship is on.  A [[Battleship]]/[[Dreadnought]] may show up later, but if the Scout failed to find your base, the larger ship will not know where it is either.  If the Battleship/Dreadnought heads directly towards your base at top speed, you have been discovered, and you must fight.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;optimal&amp;quot; base defence system might simply be a [[Mind Shield]]/[[M.C. Generator]] (to prevent aliens from attacking in the first place) and a well armed legion of soldiers (to kick them out when they do). [[Heavy Weapons Platforms|HWP]]/[[Submersible Weapons Systems|SWS]] units are valuable for base defence (as they don&#039;t have to worry about [[Psionics|psi/MC attacks]]), but need to be accompanied by soldiers, or attacking aliens will destroy your base by default. Defending your bases is particularly easy if you have adopted a proper [[Base Layout Strategy|base layout strategy]].&lt;br /&gt;
&lt;br /&gt;
Make sure you sell off excess items from your bases&#039; [[General Stores]] periodically, to avoid the [[Known_Bugs#80-item_Limit|80-Item Limit]] bug.  Many base-defence squads have found themselves armed with 80 [[Heavy Plasma]]s and not a single &#039;&#039;clip!&#039;&#039;. In TFTD this problem is lessened since the item limit has been increased to 110 and there&#039;s a sorting algorithm preferring weapons but you can still find yourself fighting defence missions with [[Electroflare]]s and other useless items (&#039;&#039;verify this&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Keeping ammo-free [[Laser Rifle]]s and [[Heavy Weapons Platforms|HWPs]]/[[Submersible Weapons Systems|SWSs]] on hand can reduce this problem if possible, as they are at the top of the inventory list and are distributed first. HWPs also avoid the problem of X-COM&#039;s insane quartermaster, by being automatically fully armed with the loaded ammunition... even if there is not enough actually remaining in the base! This means, for once, your HWPs are likely to have better firepower than your agents. Note however that one healthy soldier must exist in base or it will be overrun even if many HWPs are present.&lt;br /&gt;
&lt;br /&gt;
== Active Defence Systems==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO:&#039;&#039;&#039;&lt;br /&gt;
* [[Missile Defences]] &lt;br /&gt;
* [[Laser Defences]]&lt;br /&gt;
* [[Plasma Defences]]&lt;br /&gt;
* [[Fusion Ball Defences]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TFTD:&#039;&#039;&#039;&lt;br /&gt;
* [[Torpedo Defences]] &lt;br /&gt;
* [[Gauss Defences]]&lt;br /&gt;
* [[Sonic Defences]]&lt;br /&gt;
* [[P.W.T. Defences]]&lt;br /&gt;
&lt;br /&gt;
==Passive Defense Systems==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO:&#039;&#039;&#039;&lt;br /&gt;
* [[Mind Shield]]&lt;br /&gt;
* [[Grav Shield]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TFTD:&#039;&#039;&#039;&lt;br /&gt;
* [[M.C. Generator]]&lt;br /&gt;
* [[Bombardment Shield]]&lt;br /&gt;
&lt;br /&gt;
==Quick Reference==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;75%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Structure&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Construction Cost&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Maintenence Cost&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Construction Time&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Accuracy&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Missile/Torpedo Defences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$200,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&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 align=&amp;quot;left&amp;quot;&amp;gt;Laser/Gauss Defences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$400,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$10,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&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 align=&amp;quot;left&amp;quot;&amp;gt;Plasma/Sonic Defences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$600,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$12,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;900&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Fusion/P.W.T. Defences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$800,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$14,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&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 align=&amp;quot;left&amp;quot;&amp;gt;Mind Shield&amp;lt;br&amp;gt;/M.C. Generator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,300,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;33 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Grav/Bombardment Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,200,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$15,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A&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;
&lt;br /&gt;
*[[Base Defence]]&lt;br /&gt;
*[[Base Defense (TFTD)]]&lt;br /&gt;
*[[Base Layout Strategy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=67880</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=67880"/>
		<updated>2015-10-03T13:11:51Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Other Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The choice of difficulty levels is the very first step taken when you play an XCOM game, and it will heavily define how the game will operate by adjusting what resources you start with and most importantly what sort of handicaps or advantages are given to the enemy forces. &lt;br /&gt;
&lt;br /&gt;
XCOM: Enemy Unknown allows you to change the difficulty level as you play if you are finding the game too easy, or too hard. Previous games in the series did not allow this. The change takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change.&lt;br /&gt;
&lt;br /&gt;
= Starting Funds =&lt;br /&gt;
For a more detailed explanation of how starting funds are calculated see [[Finances (EU2012)|Finances]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europe&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §285&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §412&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §375&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §245&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §265&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §347&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §265&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §170&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §190&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §242&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §190&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §145&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §165&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §210&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §165&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Easy =&lt;br /&gt;
==Strategic==&lt;br /&gt;
* 150% of monthly funds income.&lt;br /&gt;
* A free [[Satellite (EU2012)|satellite]] from start.&lt;br /&gt;
* Ignored UFOs will only generate a Destroy Satellite mission if there are 3 or more satellites deployed. &lt;br /&gt;
* Ignored UFOs will generate a [[Large Scout (EU2012)|Large Scout]] on a Destroy Satellite mission until May. On June the Large Scout is replaced by a [[Battleship (EU2012)|Battleship]].&lt;br /&gt;
* Overseer UFOs will be generated preferably over countries in continents where Firestorms are deployed.&lt;br /&gt;
* A maximum of 1 country can leave the Council per month.&lt;br /&gt;
===Panic===&lt;br /&gt;
* Global [[Panic (EU2012)|panic]] starts at 0.&lt;br /&gt;
* [[Satellite (EU2012)|Satellites]] deployed over a country with a panic level of 5 have a 100% chance of reducing panic at the end of the month. With a level 4 the chance is 50%, and for all other panic levels the chance is 25%.&lt;br /&gt;
* Unchecked abductions raise panic by 2 points.  &lt;br /&gt;
* Failed or ignored Council missions only raise panic on the country they take place.&lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], [[EXALT (EU2012)|EXALT]] Propaganda operations raise panic in the country by 1 point.&lt;br /&gt;
===HQ===&lt;br /&gt;
* Soldiers cost §10.&lt;br /&gt;
* [[HQ (EU2012)|XCOM HQ]] starts with 42 power units.&lt;br /&gt;
* XCOM HQ starts with an [[OTS (EU2012)|Officer Training School]].&lt;br /&gt;
* [[Arc Thrower (EU2012)|Arc Thrower]] cost is §10 per unit (§35 on higher difficulties).&lt;br /&gt;
* [[Skeleton Key (EU2012)|Skeleton Key]] manufacturing requires 5 Alloys and 5 Elerium per unit (10 for each on higher difficulties).&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
There are limits on the number of specific aliens that can be encountered during a mission - see [[Alien_Deployment_(EU2012)#Species Deployment|Alien Deployment]].&lt;br /&gt;
* First mission has 2 alien pods and a total of 4 aliens. &lt;br /&gt;
* [[Alien Abductions (EU2012)|Abductions]] have the following alien numbers, based on their difficulty:&lt;br /&gt;
** Easy - 2 pods, total of 4 aliens. &lt;br /&gt;
** Moderate - 3 pods, 6 aliens.&lt;br /&gt;
** Difficult - 4 pods, 8 aliens.&lt;br /&gt;
** Very Difficult - 4 pods, 10 aliens.&lt;br /&gt;
* First [[Alien Terror (EU2012)|Terror]] site has 3 alien pods and a total of 6 aliens.&lt;br /&gt;
** Following Terror missions have 3 alien pods, 8 aliens.&lt;br /&gt;
* Council [[The Council (EU2012)#Council Missions|missions]] have the following totals of aliens: 5 (March), 6 (April), 8 (May), 11 (June), 13 (July), 16 (August). &lt;br /&gt;
* [[UFOs (EU2012)|UFO]] missions have the following totals of aliens:&lt;br /&gt;
** Small Scout: 5-7 (Crashed), 10-12 (Landed).&lt;br /&gt;
** Large Scout: 10-12 (Crashed), 11-13 (Landed).&lt;br /&gt;
** Abductor: 11-12 (Crashed), 14-15 (Landed).&lt;br /&gt;
** Supply Barge: 11-18 (Crashed), 18-19 (Landed).&lt;br /&gt;
** Battleship: 22-23 (Crashed).&lt;br /&gt;
* The Alien Base has a total of 22 aliens. &lt;br /&gt;
* The Overseer UFO has 3 pods, total of 7 aliens, consisting of Heavy Floaters, Muton Elites and 1 Sectopod, in addition to the Ethereal command pod.&lt;br /&gt;
* UFO and the Alien Base missions will give an extra 20-25% salvage of Alien Alloys and Elerium. &lt;br /&gt;
==Tactical==&lt;br /&gt;
* XCOM [[Soldiers (EU2012)|soldiers]] have +1 bonus Health Points (HPs), starting with 6 instead of 5.&lt;br /&gt;
===Aliens===&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
** Consequently: [[Research (EU2012)|Research]]/[[Foundry (EU2012)|Foundry]] subjects that require [[Weapon Fragments (EU2012)|Weapon Fragments]] may actually take &#039;&#039;longer&#039;&#039;, as you will not be able to even start them without the requisite materials.&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical [[Missions (EU2012)|missions]].&lt;br /&gt;
* Aliens hesitate to use special [[Abilities (EU2012)|abilities]] and throw [[Alien Grenade (EU2012)|grenades]].&lt;br /&gt;
* Mutons switch from Light Plasma Rifles to Plasma Rifles on July.&lt;br /&gt;
Several aliens have their stats reduced. See [[Alien_Stats_(EU2012)|Alien Stats]] for a complete listing of the alien stats. &lt;br /&gt;
* [[Sectoid (EU2012)|Sectoids]] have their HPs reduced by 1 compared to Normal.&lt;br /&gt;
* [[Thin Man (EU2012)|Thin Man]] aliens&#039; [[Damage (EU2012)|damage]] is reduced by 2, and their HPs are reduced by 1 compared to Normal.&lt;br /&gt;
&lt;br /&gt;
===Player Bonuses===&lt;br /&gt;
The game will cheat for you on Easy difficulty.&lt;br /&gt;
*If you have precisely 4 soldiers during a mission:&lt;br /&gt;
** Chance to hit is 120% of displayed value&lt;br /&gt;
** For hits that have at least a 50% chance of hitting, [[chance to Hit (EU2012)|chance to hit]] is increased by 15% (absolute) per consecutive miss, with no upper limit.&lt;br /&gt;
** [[Aliens (EU2012)|Alien]] chance to hit is reduced by 10% (absolute) for each consecutive hit.&lt;br /&gt;
* If you are down to 3 or fewer soldiers:&lt;br /&gt;
** Chance to hit is further increased by 15% (absolute) per missing [[Squads (EU2012)|squad]] member, under 4 (if you only brought 1 soldier, he has +45% chance to hit).&lt;br /&gt;
** For hits that have at least a 50% chance of hitting, you receive another 15% (absolute) chance to hit per consecutive miss (up to 30%).&lt;br /&gt;
** Alien chance to hit is reduced by 10% (absolute) for each consecutive hit.&lt;br /&gt;
** Alien chance to hit is further reduced by 25% (absolute) for each squad member missing under 4.&lt;br /&gt;
&lt;br /&gt;
See [[Chance to Hit (EU2012)#When The Game Cheats...|When The Game Cheats...]] for an complete explanation of this mechanism.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
Easy is just that: Easy. It&#039;s relaxing, it&#039;s not going to break you, and it&#039;s not going to stress you out too much. Because of low increase on panic levels, it takes numerous boneheaded decisions, combined with atrociously bad luck to lose even a single country, let alone lose the game because of too many countries pulling out. Furthermore, with higher monthly funding rates, it shouldn&#039;t be too hard to be rolling in satellites. Tactically, there are fewer enemies, as well as a cap on how many you can be engaged with at once and a shackle on their intelligence. Enemies will make silly mistakes like run out into the middle of the map with no cover, and even forget to take their turn! That being said however, the enemy is still dangerous, and will make you pay if you make a stupid decision, such as staying out of cover, or clustering your soldiers up together when a grenade enemy is on the loose. In fact, on Easy, that&#039;s about the only situation in which the enemy will use a grenade is if you&#039;ve clustered several troops together. It&#039;s not remotely out of the question, even on Ironman, to go through Easy and not lose a single soldier, or country.&lt;br /&gt;
&lt;br /&gt;
Easy is for Commanders unfamiliar with the genre, as a platform to wet your feet a little bit before moving to the bigger leagues, or for a relaxing, easygoing time.&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
==Strategic==&lt;br /&gt;
* 100% of monthly funds income.&lt;br /&gt;
* A free [[Satellite (EU2012)|satellite]] from start.&lt;br /&gt;
* Ignored UFOs will only generate a Destroy Satellite mission if there are 3 or more satellites deployed. &lt;br /&gt;
* Ignored UFOs will generate a [[Large Scout (EU2012)|Large Scout]] on a Destroy Satellite mission until May. On June the Large Scout is replaced by a [[Battleship (EU2012)|Battleship]].&lt;br /&gt;
* Overseer UFOs will be generated preferably over countries in continents where Firestorms are deployed. &lt;br /&gt;
* A maximum of 2 countries can leave the Council per month.&lt;br /&gt;
===Panic===&lt;br /&gt;
* Global [[Panic (EU2012)|panic]] starts at 0.&lt;br /&gt;
* [[Satellite (EU2012)|Satellites]] deployed over a country with a panic level of 5 have a 100% chance of reducing panic at the end of the month. With a level 4 the chance is 50%, and for all other panic levels the chance is 25%.&lt;br /&gt;
* Unchecked abductions raise panic by 2 points. &lt;br /&gt;
* Failed or ignored Council missions only raise panic on the country they take place.&lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], [[EXALT (EU2012)|EXALT]] Propaganda operations raise panic in the country by 2 points.&lt;br /&gt;
===HQ===&lt;br /&gt;
* Soldiers cost §10.&lt;br /&gt;
* [[HQ (EU2012)|XCOM HQ]] has 35 units of starting power.&lt;br /&gt;
* XCOM HQ starts with an [[OTS (EU2012)|Officer Training School]].&lt;br /&gt;
==Missions==&lt;br /&gt;
There are limits on the number of specific aliens that can be encountered during a mission - see [[Alien_Deployment_(EU2012)#Species Deployment|Alien Deployment]] for detailed information.&lt;br /&gt;
* First mission has 2 alien pods and a total of 4 aliens. &lt;br /&gt;
* [[Alien Abductions (EU2012)|Abductions]] have the following alien numbers, based on their difficulty:&lt;br /&gt;
** Easy - 2 pods, total of 4 aliens. &lt;br /&gt;
** Moderate - 3 pods, 6 aliens.&lt;br /&gt;
** Difficult - 4 pods, 8 aliens.&lt;br /&gt;
** Very Difficult - 4 pods, 10 aliens.&lt;br /&gt;
* First [[Alien Terror (EU2012)|Terror]] site has 3 alien pods and a total of 6 aliens.&lt;br /&gt;
** Following Terror missions have 4 alien pods, 10 aliens.&lt;br /&gt;
* Council [[The Council (EU2012)#Council Missions|missions]] have the following totals of aliens: 5 (March), 6 (April), 8 (May), 11 (June), 13 (July), 16 (August).&lt;br /&gt;
* [[UFOs (EU2012)|UFO]] missions have the following totals of aliens:&lt;br /&gt;
** Small Scout: 5-7 (Crashed), 10-12 (Landed).&lt;br /&gt;
** Large Scout: 10-12 (Crashed), 11-13 (Landed).&lt;br /&gt;
** Abductor: 11-12 (Crashed), 14-15 (Landed).&lt;br /&gt;
** Supply Barge: 11-18 (Crashed), 18-19 (Landed).&lt;br /&gt;
** Battleship: 22-23 (Crashed).&lt;br /&gt;
* The Alien Base has a total of 22 aliens. &lt;br /&gt;
* The Overseer UFO has 3 pods, total of 7 aliens, consisting of Heavy Floaters, Muton Elites and a Sectopod, in addition to the Ethereal command pod.&lt;br /&gt;
==Tactical==&lt;br /&gt;
* XCOM [[Soldiers (EU2012)|soldiers]] have standard 5 Health Points (HPs). &lt;br /&gt;
===Aliens===&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical [[Missions (EU2012)|mission]].&lt;br /&gt;
* [[Muton (EU2012)|Mutons]] switch from Light Plasma Rifles to Plasma Rifles on July.&lt;br /&gt;
* Alien AI is limited (aliens can skip their turn, run away or take suboptimal moves for no reason).&lt;br /&gt;
A few aliens have their stats reduced. See [[Alien_Stats_(EU2012)|Alien Stats]] for a complete listing of the alien stats. &lt;br /&gt;
* Thin Man will inflict less 2 points of damage and have their HPs reduced by 1 point.&lt;br /&gt;
* On the Enemy Within DLC, [[Mechtoid (EU2012)|Mechtoids]] have +4 HPs and +10 Aim than on Easy. [[Seeker (EU2012)|Seekers]] have +1 HP and +2 Movement. &lt;br /&gt;
===Player Bonuses===&lt;br /&gt;
The games will cheat for you on Normal difficulty, with 4 or fewer [[Soldiers (EU2012)|soldiers]]:&lt;br /&gt;
** Chance to hit is 120% of displayed value.&lt;br /&gt;
** For hits that have at least a 50% chance of hitting, [[chance to Hit (EU2012)|chance to hit]] is increased by 15% (absolute) per consecutive miss, with no upper limit.&lt;br /&gt;
** [[Aliens (EU2012)|Alien]] chance to hit is reduced by 10% (absolute) for each consecutive hit.&lt;br /&gt;
&lt;br /&gt;
See [[Chance to Hit (EU2012)#When The Game Cheats...|When The Game Cheats...]] for an complete explanation of this mechanism.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
The major difference between Normal and Easy is on the Strategic end of the game and not the Tactical. Unchecked alien activity will raise panic more than on Easy, and with less power to start, you&#039;ll either need to get very lucky on your Steam Vents or build some regular Generators. You&#039;ll need to pay more attention to things like continental panic when dealing with Alien Abductions for instance, as it won&#039;t take as much for a country to hit a level 5 panic as it would on Easy. Furthermore, with less funding, you&#039;ll need to be more conservative with your funds in the early game. Tactically however, the game is very similar to Easy. With a shackle on the enemy&#039;s intelligence as well as caps on how many enemies can be engaged, aside from one less HP on your troops (not that huge, even in the early game), you won&#039;t find much difference between Easy and Normal in this department.&lt;br /&gt;
&lt;br /&gt;
Normal is for Commanders who have been around the block before and know what to expect, but still want an easily controlled game.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
==Strategic==&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* You do not start with an extra [[Satellite (EU2012)|satellite]].&lt;br /&gt;
* Satellite coverage bonuses over continents such as scientists and engineers are smaller. As an example, full coverage over Europe grants 4 scientists on Classic but on Normal it grants 8 for full satellite coverage.&lt;br /&gt;
* Ignored UFOs will always generate a Destroy Satellite mission, regardless of the number of satellites deployed. &lt;br /&gt;
* Ignored UFOs will generate a [[Large Scout (EU2012)|Large Scout]] on a Destroy Satellite mission until April. On May the Large Scout is replaced by a [[Battleship (EU2012)|Battleship]].&lt;br /&gt;
* Overseer UFOs can be generated over any countries with sats regardless if Firestorms are deployed or not.&lt;br /&gt;
* A maximum of 4 countries can leave the Council per month.&lt;br /&gt;
===Panic===&lt;br /&gt;
* Global [[Panic (EU2012)|panic]] starts at 8 (half the nations start with 2 panic, the rest start with 1).&lt;br /&gt;
* [[Satellite (EU2012)|Satellites]] deployed over a country with a panic level of 5 have a 50% chance of reducing panic at the end of the month. With a level 4 the chance is 25%, and for all other panic levels the chance is 10%. &lt;br /&gt;
* Council missions have the following totals of aliens: 7 (March), 9 (April), 11 (May), 16 (June), 18 (July).&lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] (EW DLC) assaulting the Alien Base only reduces panic by 1 point, instead of the 2 points from Easy/Normal difficulties. &lt;br /&gt;
* Also on the EW DLC, [[EXALT (EU2012)|EXALT]] Propaganda operations raise panic in the country by 2 points.&lt;br /&gt;
* Unchecked abductions raise panic by 2 points.   &lt;br /&gt;
===Air Combat===&lt;br /&gt;
For a detailed list of changes, see [[Air Combat (EU2012)#Craft &amp;amp; Armaments Stats|Craft &amp;amp; Armaments Stats]]&lt;br /&gt;
* [[Firestorm (EU2012)|Firestorm]]&#039;s speed and armor penetration values are reduced.&lt;br /&gt;
* [[Phoenix Cannon (EU2012)|Phoenix]] and [[Plasma Cannon (EU2012)|Plasma]] cannons are less effective. &lt;br /&gt;
* [[Abductor (EU2012)|Abductors]], [[Supply Barge (EU2012)|Supply Barges]] and [[Battleship (EU2012)|Battleship]]s can take more damage.&lt;br /&gt;
* The Battleship&#039;s UFO Fusion weapon has been increased from previous difficulty. &lt;br /&gt;
* [[Overseer (EU2012)|Overseers]] have less armor but the effect may be minimal since Firestorm stats have been reduced. &lt;br /&gt;
===HQ===&lt;br /&gt;
* Soldiers cost §15.&lt;br /&gt;
* [[HQ (EU2012)|XCOM HQ]] has 30 units of starting power.&lt;br /&gt;
* XCOM HQ has no [[OTS (EU2012)|Officer Training School]] at the start; a soldier must reach Sergeant to unlock the OTS base facility.&lt;br /&gt;
* On the EW DLC, [[Research (EU2012)|Research]] times are increased by 40%.&lt;br /&gt;
* Also on the EW DLC, the cost of [[Engineering (EU2012)|building]] plasma weapons is increased by roughly 50%.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
There are limits on the number of specific aliens that can be encountered during a mission - see [[Alien_Deployment_(EU2012)#Species Deployment|Alien Deployment]] for detailed information.&lt;br /&gt;
* There are more alien packs per [[Missions (EU2012)|mission]] and bigger chance of a pack having more aliens (up to 3).&lt;br /&gt;
* First mission has 3 alien pods and a total of 6 aliens. &lt;br /&gt;
* [[Alien Abductions (EU2012)|Abductions]] have the following alien numbers, based on their difficulty:&lt;br /&gt;
** Easy - 2 pods, total of 4 aliens. &lt;br /&gt;
** Moderate - 3 pods, 6 aliens.&lt;br /&gt;
** Difficult - 4 pods, 8 aliens.&lt;br /&gt;
** Very Difficult - 4 pods, 10 aliens.&lt;br /&gt;
* First [[Alien Terror (EU2012)|Terror]] site has 3 alien pods and a total of 6 aliens.&lt;br /&gt;
** Following Terror missions have 5 alien pods, 12 aliens.&lt;br /&gt;
** Failed or ignored missions only raise panic on the country they take place.&lt;br /&gt;
* Council [[The Council (EU2012)#Council Missions|missions]] have the following totals of aliens: 7 (March), 9 (April), 11 (May), 16 (June), 18 (July).&lt;br /&gt;
* [[UFOs (EU2012)|UFO]] missions have the following totals of aliens:&lt;br /&gt;
** Small Scout: 5-7 (Crashed), 10-12 (Landed).&lt;br /&gt;
** Large Scout: 10-12 (Crashed), 11-13 (Landed).&lt;br /&gt;
** Abductor: 11-12 (Crashed), 14-15 (Landed).&lt;br /&gt;
** Supply Barge: 11-18 (Crashed), 18-19 (Landed).&lt;br /&gt;
** Battleship: 22-23 (Crashed).&lt;br /&gt;
* The Alien Base has a total of 22 aliens. &lt;br /&gt;
* The Overseer UFO has 4 pods, total of 10 aliens, consisting of Muton Elites and 2 Sectopods, in addition to the Ethereal command pod.&lt;br /&gt;
==Tactical==&lt;br /&gt;
* XCOM [[Soldiers (EU2012)|soldiers]] have -1 Health Point (HP) from Normal (4 HPs total).&lt;br /&gt;
===Aliens===&lt;br /&gt;
* [[Muton (EU2012)|Mutons]] switch from Light Plasma Rifles to Plasma Rifles on June. &lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take a suboptimal move intentionally)&lt;br /&gt;
** In fact, you may find that the aliens play more defensively, and be &#039;&#039;more&#039;&#039; likely to retreat in this difficulty, if their squadmades have been killed (though this may be more due to the fact that they&#039;ll have enough HP to &#039;&#039;survive&#039;&#039; long enough to run away).&lt;br /&gt;
Several aliens receive bonuses. See [[Alien_Stats_(EU2012)|Alien Stats]] for a complete listing of the alien stats. &lt;br /&gt;
*All aliens receive a +10 Critical Chance bonus.&lt;br /&gt;
*All aliens that use ranged weapons receive a +10 [[Aim (EU2012)|Aim]] bonus.&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalids]] and [[Zombie (EU2012)|Zombies]] receive a +2 [[Damage (EU2012)|damage]] bonus.&lt;br /&gt;
*[[Berserker (EU2012)|Berserkers]] receive a +1 damage bonus.&lt;br /&gt;
* Thin Man has damage reduced by 2 points and Health Points (HPs) reduced by 1 point.&lt;br /&gt;
* Mutons, [[Heavy Floater (EU2012)|Heavy Floater]], [[Drone (EU2012)|Drone]]s, and [[Outsider (EU2012)|Outsider]]s receive a +2 HP bonus.&lt;br /&gt;
*[[Sectoid Commander (EU2012)|Sectoid Commanders]] and [[Cyberdisc (EU2012)|Cyberdisc]]s receive a +4 HP bonus.&lt;br /&gt;
* Sectoid Commanders and [[Ethereal (EU2012)|Ethereal]]s receive a +25 Will bonus.&lt;br /&gt;
* On the Enemy Within DLC, Muton Elites have 18 HPs on Classic, instead of 14 on the vanilla game.&lt;br /&gt;
* Also on the EW DLC, [[Mechtoid (EU2012)|Mechtoids]] have +2 HPs and +10 Aim than on Classic. [[Seeker (EU2012)|Seekers]] have +10 Aim and +10 Defense.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
Classic is when things start to pick up. Gone are the caps and shackles on your foes. They will no longer skip their turn for no reason and run into the middle of the street for equally no reason, nor will they hesitate to toss a grenade at you if they don&#039;t like their chances to hit. To make matters worse, enemies are far more dangerous, and your troops are down another HP. As if that wasn&#039;t enough, panic increases at greater levels than before, making it even more paramount that you consider the entire continent as well as country in question. With lower satellite coverage rewards, research is going take a bit longer and your equipment is going to be a little more costly.&lt;br /&gt;
&lt;br /&gt;
Classic is for Commanders who have been around the block several times and are ready for a greater challenge.&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
==Strategic==&lt;br /&gt;
* 100% of monthly funds income.&lt;br /&gt;
* You do not start with an extra [[Satellite (EU2012)|satellite]].&lt;br /&gt;
* Satellite coverage bonuses over continents such as scientists and engineers are smaller. As an example, full coverage over Europe grants 4 scientists on Classic but on Normal it grants 8 for full satellite coverage.&lt;br /&gt;
* Ignored UFOs will always generate a Destroy Satellite mission, regardless of the number of satellites deployed. &lt;br /&gt;
* Ignored UFOs will generate a [[Large Scout (EU2012)|Large Scout]] on a Destroy Satellite mission only on March. On April the Large Scout is replaced by a [[Battleship (EU2012)|Battleship]].&lt;br /&gt;
* Overseer UFOs can be generated over any countries with sats regardless if Firestorms are deployed or not.&lt;br /&gt;
* A maximum of 8 countries can leave the Council per month.&lt;br /&gt;
===Panic===&lt;br /&gt;
* Global [[Panic (EU2012)|panic]] starts at 16 (all nations start with 2 panic).&lt;br /&gt;
* [[Satellite (EU2012)|Satellites]] deployed over a country with a panic level of 5 have a 50% chance of reducing panic at the end of the month. With a level 4 the chance is 25%, and for all other panic levels the chance is 10%.&lt;br /&gt;
* Unchecked abductions raise panic by 3 points.&lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] (EW DLC) assaulting the Alien Base only reduces panic by 1 point, instead of the 2 points from Easy/Normal difficulties. &lt;br /&gt;
* Also on the EW DLC, [[EXALT (EU2012)|EXALT]] Propaganda operations raise panic in the country by 3 points and 1 point on the rest of the continent. &lt;br /&gt;
===Air Combat===&lt;br /&gt;
For a detailed list of changes, see [[Air Combat (EU2012)#Craft &amp;amp; Armaments Stats|Craft &amp;amp; Armaments Stats]]&lt;br /&gt;
* [[Firestorm (EU2012)|Firestorm]]&#039;s speed and armor penetration values are reduced.&lt;br /&gt;
* [[Phoenix Cannon (EU2012)|Phoenix]] and [[Plasma Cannon (EU2012)|Plasma]] cannons are less effective.&lt;br /&gt;
* [[Laser Cannon (EU2012)|Laser Cannon]] is more effective when compared to the previous difficulty modes. &lt;br /&gt;
* [[Abductor (EU2012)|Abductors]], [[Supply Barge (EU2012)|Supply Barges]] and [[Battleship (EU2012)|Battleship]]s have been even more increased than on Classic difficulty.&lt;br /&gt;
* [[Overseer (EU2012)|Overseers]] have slightly more armor than on Classic but the effect may be minimal since Firestorm stats have been reduced. &lt;br /&gt;
*The Battleship&#039;s UFO Fusion weapon has been increased from Classic, along with the Overseer&#039;s Plasma II weapon.  &lt;br /&gt;
===HQ===&lt;br /&gt;
* Soldiers cost §15.&lt;br /&gt;
* [[HQ (EU2012)|XCOM HQ]] has 30 units of starting power.&lt;br /&gt;
* XCOM HQ starts without an [[OTS (EU2012)|Officer Training School]]; a soldier must reach Sergeant to unlock the OTS base facility.&lt;br /&gt;
* On the EW DLC, [[Research (EU2012)|Research]] times are increased by 70%.&lt;br /&gt;
* Also on the EW DLC, the cost of [[Engineering (EU2012)|building]] plasma weapons is increased by roughly 50%. &lt;br /&gt;
==Missions==&lt;br /&gt;
Unlike the previous difficulty levels, the aliens don&#039;t have limitations on the number of specific aliens that can deploy during a mission. It is possible to see 5 [[Sectopod (EU2012)|Sectopod]]s during the same mission is pretty common, unlike the limit of 2 units on Classic or lower. Check [[Alien_Deployment_(EU2012)#Species Deployment|Alien Deployment]] for detailed information. &lt;br /&gt;
* There are even more aliens per [[Missions (EU2012)|mission]] than Classic and even bigger chance of a pack having more aliens (up to 3).&lt;br /&gt;
* First mission has 3 alien pods and a total of 8 aliens.&lt;br /&gt;
* [[Alien Abductions (EU2012)|Abductions]]  have the following alien numbers, based on their difficulty:&lt;br /&gt;
** Easy - not available on Impossible. &lt;br /&gt;
** Moderate - 3 pods, 8 aliens.&lt;br /&gt;
** Difficult - 4 pods, 10 aliens.&lt;br /&gt;
** Very Difficult - 4 pods, 12 aliens.&lt;br /&gt;
* Unchecked abductions raise panic by 3 points. &lt;br /&gt;
* First [[Alien Terror (EU2012)|Terror]] site has 3 alien pods and a total of 9 aliens.&lt;br /&gt;
** Following Terror missions have 5 alien pods, 15 aliens.&lt;br /&gt;
* Council [[The Council (EU2012)#Council Missions|missions]] have the following totals of aliens: 7 (March), 9 (April), 11 (May), 16 (June), 18 (July).&lt;br /&gt;
** Failed or ignored missions only raise panic on the country they take place and the rest of the country. &lt;br /&gt;
* [[UFOs (EU2012)|UFO]] missions have the following totals of aliens:&lt;br /&gt;
** Small Scout: 5-7 (Crashed), 10-12 (Landed).&lt;br /&gt;
** Large Scout: 10-12 (Crashed), 13-15 (Landed).&lt;br /&gt;
** Abductor: 11-12 (Crashed), 14-15 (Landed).&lt;br /&gt;
** Supply Barge: 12-21 (Crashed), 23-24 (Landed).&lt;br /&gt;
** Battleship: 28-29 (Crashed).&lt;br /&gt;
* The Alien Base has a total of 29 aliens. &lt;br /&gt;
* The Overseer UFO has 4 pods, total of 10 aliens, consisting of Muton Elites and 2 Sectopods, in addition to the Ethereal command pod.&lt;br /&gt;
==Tactical==&lt;br /&gt;
* XCOM [[Soldiers (EU2012)|soldiers]] have -2 Health Points (HP) from Normal (3 HPs total).&lt;br /&gt;
===Aliens===&lt;br /&gt;
* [[Muton (EU2012)|Mutons]] switch from Light Plasma Rifles to Plasma Rifles on June. &lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an suboptimal move on propose).&lt;br /&gt;
* Aliens use special [[Abilities (EU2012)|abilities]] frequently, and are 40 times more likely to throw [[Alien Grenade (EU2012)|grenades]] when compared to Easy and Normal.&lt;br /&gt;
Several aliens receive bonuses. See [[Alien_Stats_(EU2012)|Alien Stats]] for a complete listing of the alien stats. &lt;br /&gt;
*Chryssalid, Zombie and Beserker receive +2, +3 and +4 bonus [[Damage (EU2012)|damage]] respectively&lt;br /&gt;
*All aliens using ranged weapons have +10 [[Aim (EU2012)|Aim]] except the [[Outsider (EU2012)|Outsider]] and [[Muton Elite (EU2012)|Muton Elite]]s who receive +20 Aim.&lt;br /&gt;
*All aliens have +10 [[Critical Hits (EU2012)|Critical Chance]] and the [[Uber Ethereal (EU2012)|Uber Ethereal]] gets +20 Critical Chance&lt;br /&gt;
*Outsiders get 5 extra Movement points (about 3 more tiles) per turn than in Easy, Normal, or Classic.&lt;br /&gt;
*[[Sectoid Commander (EU2012)|Sectoid Commander]]s, [[Ethereal (EU2012)|Ethereal]]s, and the [[Uber Ethereal (EU2012)|Uber Ethereal]] receive bonus Will, with the first two getting +35 and the latter getting +10.&lt;br /&gt;
*Muton Elite, Outsider and the Uber Ethereal receive +10 bonus Defense.&lt;br /&gt;
*Sectoids receive 1 bonus HP; Floater, Muton, Thin Man and Outsider +2 HPs; Cyberdisc, Sectoid Commander, Zombie, Heavy Floater and Drone get +4 HPs; and Ethereal, Berserker and Uber Ethereal 5 bonus HPs.&lt;br /&gt;
* Compared to Classic, most notable change is +1 HP of [[Sectoid (EU2012)|Sectoids]], and +2 HPs of [[Thin Man (EU2012)|Thin Men]] and [[Floater (EU2012)|Floater]]s, which provides for a huge difficulty increase on the first months of the game.&lt;br /&gt;
* On the Enemy Within DLC, Muton Elites have 20 HPs on Impossible, instead of 18 on the vanilla game.&lt;br /&gt;
* Also on the EW DLC, [[Mechtoid (EU2012)|Mechtoids]] have +2 HPs than on Classic. [[Seeker (EU2012)|Seekers]] have +1 HP. &lt;br /&gt;
==Other Notes==&lt;br /&gt;
Impossible will break you. It exists to destroy you. It will feast on your tears and mock your very soul. To prepare yourself for the trials ahead, go [[Classic vs Impossible (EU2012)|here]].&lt;br /&gt;
&lt;br /&gt;
Be warned: Impossible is for tactical geniuses, strategic masterminds, demigods, masochists, and/or fools.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander. You WILL need it.&lt;br /&gt;
&lt;br /&gt;
= Sub Options =&lt;br /&gt;
&lt;br /&gt;
In addition to the standard difficulty levels, the game offers two sub options that you can select before starting the game. Once set they cannot be switched off. &lt;br /&gt;
&lt;br /&gt;
== [[Storyline (EU2012)#Tutorial|Tutorial]] Mode ==&lt;br /&gt;
&lt;br /&gt;
Tutorial Mode puts you through a short series of guided missions and tasks done to teach you the basics of how to play the game. It also acts as a Prologue to the story, making it worth trying at least once even if you are already familiar with this game. &lt;br /&gt;
&lt;br /&gt;
* This mode grants you one more [[Satellite (EU2012)|satellite]] than you normally will start with if it is disabled.&lt;br /&gt;
* Only 2 of the 5 starting continents are available for choice to your HQ&#039;s location in the Tutorial. They are otherwise available if you start without tutorial mode selected. &lt;br /&gt;
* This mode is disabled when starting the game on Impossible.&lt;br /&gt;
* The timing of missions is predetermined during the 1st month. &lt;br /&gt;
&lt;br /&gt;
== Ironman ==&lt;br /&gt;
The Ironman game mode is a sub difficulty level that can be applied to any of the difficulty levels. This mode disallows you from saving the game manually and can not be disabled once the game has commenced. The mode makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ironman&#039;&#039; originates from an unofficial method of play that harkens back to the earlier [[X-COM]] titles where players wanting a challenge would self-impose a rule on their save/reload habits. This is traditionally done by manually disallowing the use of the save/reload facility to recover from mistakes, losses, and cheating. Regular saving is still encouraged to lock down progress or to avoid game bugs. This can still be done manually in XCOM Enemy Unknown, however the Ironman mode is provided to automate this process and is a requirement for certain [[#Achievements|Achievements]].&lt;br /&gt;
&lt;br /&gt;
The game saves when:&lt;br /&gt;
* You exit the game;&lt;br /&gt;
* Starting with turn 2 of combat, at the beginning of each player turn;&lt;br /&gt;
* When you enter Mission Control;&lt;br /&gt;
* When you leave any interface in [[HQ (EU2012)|base]] view ([[Mission Control (EU2012)|Mission Control]], [[Situation Room (EU2012)|Situation Room]], [[Research (EU2012)|Research]], [[Engineering (EU2012)|Engineering]]...).&lt;br /&gt;
&lt;br /&gt;
This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state. Accidental right-clicks now mean dead soldiers and lost bomb defusing missions.&lt;br /&gt;
&lt;br /&gt;
Ironman can arguably &#039;save you from yourself&#039; if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well.  While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.&lt;br /&gt;
* You can still easily &amp;quot;cheat&amp;quot; by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins in combat, however, this ruins the whole point of playing Ironman. These methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.&lt;br /&gt;
&lt;br /&gt;
== The Second Wave ==&lt;br /&gt;
There are more options that adds flavor or challenge to the game, check [[Second Wave (EU2012)|The Second Wave]] page for details.&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
&lt;br /&gt;
While not a difficulty option, the game offers a series of set &#039;&#039;[[Achievements (EU2012)|achievements]]&#039;&#039; that you can earn by performing certain actions. These are either obtained automatically as you progress, or require you to perform task under difficult conditions such as winning the game on Classic/Impossible with Ironman enabled, or winning several full games from each of the starting base locations. &lt;br /&gt;
&lt;br /&gt;
These goals do not offer any direct in-game benefits but can be collected at your leisure. For a full breakdown of the challenges, see: [[Achievements (EU2012)|Achievements]]. &lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[Classic vs Impossible (EU2012)|Classic vs Impossible]]&lt;br /&gt;
* [[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
* [[Alien Deployment (EU2012)|Alien Deployment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pier_A_Terror_(EU2012)&amp;diff=67536</id>
		<title>Pier A Terror (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pier_A_Terror_(EU2012)&amp;diff=67536"/>
		<updated>2015-09-09T16:22:19Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: Added a small comment on the map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Data Box (EU2012)&lt;br /&gt;
|missions=[[Alien Terror (EU2012)|Terror Site]]&amp;lt;br&amp;gt;[[Covert Extraction (EU2012)|Covert Extraction]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
|length= ? tiles&lt;br /&gt;
|width= ? tiles&lt;br /&gt;
|area= ? tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* Not actually related to [[PierA (EU2012)|Pier A]], it merely shares an overall theme with it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=150px perrow=4&amp;gt;&lt;br /&gt;
File:Pier A Terror (EU2012).png| &#039;&#039;Loading screen&#039;&#039;&lt;br /&gt;
File: Pier A Terror 3 (EU2012).png| &#039;&#039;Starting Locations&#039;&#039;&lt;br /&gt;
File: Pier A Terror 1 (EU2012).png| &#039;&#039;NW View&#039;&#039;&lt;br /&gt;
File: Pier A Terror 2 (EU2012).png| &#039;&#039;SE View&#039;&#039;&lt;br /&gt;
File: Pier A Terror 4 (EU2012).png| &#039;&#039;SW View&#039;&#039;&lt;br /&gt;
File: Pier A Terror 6 (EU2012).png| &#039;&#039;Covert Extraction Starting Locations&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
{{EU2012 Style}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=HighwayFallen_(EU2012)&amp;diff=67531</id>
		<title>HighwayFallen (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=HighwayFallen_(EU2012)&amp;diff=67531"/>
		<updated>2015-09-09T13:17:38Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Data Box (EU2012)&lt;br /&gt;
|missions=[[Extraction (EU2012)|Extraction]], [[Alien Terror (EU2012)|Terror Site]]&lt;br /&gt;
|length=65 tiles&lt;br /&gt;
|width=20 tiles&lt;br /&gt;
|area=1300 tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* The elevated far end of the map is often used by the aliens to shoot at the fallen segment below. &lt;br /&gt;
* The fallen segment has few full cover spots.&lt;br /&gt;
* Set up your fire teams on top of your raised section before sending someone to rescue the General. Once a soldier reaches the bottom often it will trigger the aliens above. &lt;br /&gt;
* On the Extraction mission the General [[Peter Van Doorn (EU2012)|Peter Van Doorn]] will be located on the fallen segment, by the jeep. &lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] this map can also be played as a Terror Site. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=150px perrow=4&amp;gt;&lt;br /&gt;
File:HighwayFallen.png|Loading screen&lt;br /&gt;
File:HighwayFallen1 (EU2012).png|LZ overview&lt;br /&gt;
File:HighwayFallen2 (EU2012).png|Opposite overview&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
{{EU2012 Style}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=67401</id>
		<title>Achievements (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=67401"/>
		<updated>2015-08-29T19:00:39Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Enemy Within DLC */ possessive vs verb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Achievements&#039;&#039;&#039; are separate goals or personal achievement trophies that you can earn as you play the game. These are obtained automatically through the normal progression of the game or by performing difficult tasks under harsh conditions. &lt;br /&gt;
&lt;br /&gt;
These achievements provide no direct in-game benefits and can be collected at your leisure. They are mainly provided for players that wish to collect everything that can be collected and to perform everything that can be conceivably performed in the game.&lt;br /&gt;
&lt;br /&gt;
The achievement lists are slightly different depending on the platform you&#039;re playing on - [[#Bubonic|Bubonic]] is only available to PC players, whilst [[#Poison Control|Poison Control]] is only for consolers. The [[#You Win|You Win]] trophy is PS3-only. [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/ Steam offers a list of achievements with the percentages of PC players who have obtained them].&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all achievements must be obtained whilst playing single player, but under any [[Difficulty (EU2012)|difficulty]]. Use of [[Hero (EU2012)|heroes]] will disable achievements for your campaign (even for missions that they don&#039;t attend). Achievement titles in dark cells are hidden until unlocked.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Original XCOM: Enemy Unknown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Win_(EU2012).jpg]]&lt;br /&gt;
!You Win&lt;br /&gt;
|Gain all trophies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
|Obtained after all other trophies are earned. PS3 only.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Meet_New_People_Then_Kill_Them_(EU2012).jpg]]&lt;br /&gt;
!Meet New People.&amp;lt;br&amp;gt;Then Kill Them.&lt;br /&gt;
|Win a [[Multiplayer_(EU2012)|multiplayer]] match.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Doesn&#039;t have to be ranked.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Looking_Back_(EU2012).jpg]]&lt;br /&gt;
!No Looking Back&lt;br /&gt;
| Beat the game in [[Difficulty_(EU2012)#Ironman|Ironman]] on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] Difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Xavier_(EU2012).jpg]]&lt;br /&gt;
!Xavier&lt;br /&gt;
|Mind control an [[Ethereal_(EU2012)|Ethereal]] alien. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Psi Armor, Mind Shield, and a Psi Inspiration boost make this feasable.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Humanitys_Savior_(EU2012).jpg]] &lt;br /&gt;
!Humanity&#039;s Savior&lt;br /&gt;
|Beat the game on any difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Earth_First_(EU2012).jpg]] &lt;br /&gt;
!Earth First&lt;br /&gt;
|Beat the game on [[Difficulty_(EU2012)#Classic|Classic]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Our_Finest_Hour_(EU2012).jpg]]&lt;br /&gt;
!Our Finest Hour&lt;br /&gt;
|Complete the game on [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 90 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Note that it doesn&#039;t say &amp;quot;on Ironman.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Lone_Wolf_(EU2012).jpg]]  &lt;br /&gt;
!Lone Wolf&lt;br /&gt;
|Clear a [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] with one soldier on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| You must only use one soldier, and it is not recommended that you have [[Difficulty_(EU2012)#Ironman|Ironman]] mode turned on while going for this achievement. Taking control of additional units via [[Psionic_(EU2012)|Mind Control]] is allowed. Heavy or Assault reccomended. An early Small Scout UFO crash is ideal. Most quickly done on Classic softcore with the Not Created Equally second wave option, just reroll the starting Meld Tutorial mission until you get an Assault squaddie with 80+ Aim after the first mission, you&#039;ll soon have a Small Scout. Now add Medkit and Assault Rifle and... Save. Often.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bada_Boom_(EU2012).jpg]]  &lt;br /&gt;
!Bada Boom&lt;br /&gt;
|Kill 50 aliens with explosive weapons.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcoming_Committee_(EU2012).jpg]]  &lt;br /&gt;
!Welcoming Committee&lt;br /&gt;
|Kill 150 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pale_Horse_(EU2012).jpg]]  &lt;br /&gt;
!Pale Horse&lt;br /&gt;
|Kill 500 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shooting_Stars_(EU2012).jpg]]  &lt;br /&gt;
!Shooting Stars&lt;br /&gt;
|Shoot down 40 UFOs.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Aint_No_Cavalry_Comin_(EU2012).jpg]]  &lt;br /&gt;
!Ain&#039;t No Cavalry Comin&#039;&lt;br /&gt;
|Have a soldier survive every mission in a full game.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|One soldier must participate in every mission undertaken in the game, from the tutorial or first mission to the final mission. If they miss one (e.g. due to being stuck in the infirmary) then the achievement becomes void.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:As_A_Scalpel_(EU2012).jpg]] &lt;br /&gt;
!As A Scalpel&lt;br /&gt;
|Earn the &amp;quot;Excellent&amp;quot; rating in every performance category on a [[Missions_(EU2012)#Alien_Terror_Attack|terror mission]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|At minimum you must save 14 civilians to get an excellent rating in the third category, and lose no XCOM soldiers to get excellent in the second category.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Edison_(EU2012).jpg]]  &lt;br /&gt;
!Edison&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Angel_of_Death_(EU2012).jpg]]  &lt;br /&gt;
!Angel of Death&lt;br /&gt;
|Kill an alien while flying. Single Player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Archangel Armor or HoverSHIV, of course.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Employees_Must_Wash_Hands_(EU2012).jpg]]  &lt;br /&gt;
!All Employees Must Wash Hands&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Autopsies|autopsy]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Beyond_the_Veil_(EU2012).jpg]]  &lt;br /&gt;
!Beyond the Veil&lt;br /&gt;
|Find a soldier with the Gift.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Prisoner_of_War_(EU2012).jpg]]  &lt;br /&gt;
!Prisoner of War&lt;br /&gt;
|[[Arc_Thrower_(EU2012)|Capture]] a live alien.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Gatekeeper_(EU2012).jpg]]  &lt;br /&gt;
!The Gatekeeper&lt;br /&gt;
|Stun an [[Outsider_(EU2012)|Outsider]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:X_Marks_the_Spot_(EU2012).jpg]]  &lt;br /&gt;
!X Marks the Spot&lt;br /&gt;
|Uncover the [[Storyline_(EU2012)#Assault_the_Alien_Base|alien base&#039;s]] location.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_All_Know_All_(EU2012).jpg]]  &lt;br /&gt;
!See All, Know All&lt;br /&gt;
|Build the [[Hyperwave_Relay_(EU2012)|Hyperwave Relay]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:On_the_Shoulders_of_Giants_(EU2012).jpg]]  &lt;br /&gt;
!On the Shoulders of Giants&lt;br /&gt;
|Build the [[Gollop_Chamber_(EU2012)|Gollop Chamber]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ride_the_Lightning_(EU2012).jpg]]  &lt;br /&gt;
!Ride the Lightning&lt;br /&gt;
|Build a [[Firestorm_(EU2012)|Firestorm]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eye_in_the_Sky_(EU2012).jpg]]  &lt;br /&gt;
!Eye in the Sky&lt;br /&gt;
|Launch a [[Satellite_(EU2012)|Satellite]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Together_Now_(EU2012).jpg]]  &lt;br /&gt;
!All Together Now&lt;br /&gt;
|Get [[Satellite_(EU2012)|satellite]] coverage over every country in one continent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Hunter_Killer_(EU2012).jpg]]  &lt;br /&gt;
!Hunter/Killer&lt;br /&gt;
|In a single game, shoot down one of each [[UFOs_(EU2012)|alien craft]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Modules are helpful in taking down Battleships. Also, you &#039;&#039;can&#039;&#039; send more than 1 Interceptor after a single UFO, but they have to take turns (previous one has to return to base or be destroyed, before sending the next).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Man_No_More_(EU2012).jpg]]  &lt;br /&gt;
!Man No More&lt;br /&gt;
|Build a suit of powered [[Armour_(EU2012)|armor]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Bubonic&lt;br /&gt;
|Play a [[Multiplayer_(EU2012)|multiplayer]] match against someone with this achievement.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|Only exists for PC players, replacing [[#Poison Control|Poison Control]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Poison Control&lt;br /&gt;
|Cure poison on five soldiers in a single mission. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Only exists for console players, replacing [[#Bubonic|Bubonic]]. You may cure the same soldier five times to earn this achievement. Note that [[Thin Man (EU2012)|Thin Men]] release poison on death, which is much easier to use then relying on them to fire poison spit. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We_Happy_Few_(EU2012).jpg]]  &lt;br /&gt;
!We Happy Few&lt;br /&gt;
|Complete a mission without losing a soldier.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Hardest_Road_(EU2012).jpg]]  &lt;br /&gt;
!The Hardest Road&lt;br /&gt;
|Advance one soldier to [[Soldiers_(EU2012)#Ranks|Colonel rank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Worth_Every_Penny_(EU2012).jpg]]  &lt;br /&gt;
!Worth Every Penny&lt;br /&gt;
|Acquire 1000 credits in one month.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Most easily done with global satellite coverage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Oppenheimer_(EU2012).jpg]]  &lt;br /&gt;
!Oppenheimer&lt;br /&gt;
|Staff the research labs with 80 scientists.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:One_Gun_at_a_Time_(EU2012).jpg]]  &lt;br /&gt;
!One Gun at a Time&lt;br /&gt;
|Staff the engineering department with 80 engineers.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Skunkworks_(EU2012).jpg]]  &lt;br /&gt;
!Skunkworks&lt;br /&gt;
|In a single game, complete every [[Foundry_(EU2012)|Foundry]] project.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Skunk Works&amp;quot; is the alias of Lockheed Martin&#039;s Advanced Development Programs division, responsible for the SR-71 &amp;quot;Blackbird&amp;quot; jet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Have_5_Seconds_to_Comply_(EU2012).jpg]]  &lt;br /&gt;
!You Have 5 Seconds to Comply&lt;br /&gt;
|Build a [[SHIV_(EU2012)|S.H.I.V.]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| [http://www.youtube.com/watch?v=xMMyVKm9BjM]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Theory_(EU2012).jpg]]  &lt;br /&gt;
!Theory...&lt;br /&gt;
|Build a [[Laboratory_(EU2012)|laboratory]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:and_Practice_(EU2012).jpg]]  &lt;br /&gt;
!...and Practice&lt;br /&gt;
|Build a [[Workshop_(EU2012)|workshop]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Wet_Work_(EU2012).jpg]]  &lt;br /&gt;
!Wet Work&lt;br /&gt;
|Complete a Very Difficult [[Missions_(EU2012)#Alien_Abductions|abduction mission]] in five turns or less on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Once you&#039;re familiar with the size of some of the different [[Maps (EU2012)|maps]] in the game, wait until you recognise that you&#039;ve been dropped into a small one before attempting this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A_Continental_Fellow_(EU2012).jpg]]  &lt;br /&gt;
!A Continental Fellow&lt;br /&gt;
|Win a game from each of the 5 starting locations.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Five separate games must be completed, with your starting base situated in each of the different continents. Surprisingly, Steam statistics reports this as having among the lowest completion rates, even below Finest Hour and No Looking Back completion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Wonders_Await_(EU2012).jpg]]  &lt;br /&gt;
!What Wonders Await&lt;br /&gt;
|Complete a [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Up_and_Running_(EU2012).jpg]]  &lt;br /&gt;
!Up and Running&lt;br /&gt;
|Build a [[Engineering_(EU2012)#Build_Facilities|base facility]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Combat_Ready_(EU2012).jpg]]  &lt;br /&gt;
!Combat Ready&lt;br /&gt;
|Build an [[Engineering_(EU2012)#Build_Items|item]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drums_in_the_Deep_(EU2012).jpg]]  &lt;br /&gt;
!Drums in the Deep&lt;br /&gt;
|Gain access to the lowest level in your base.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Drums in the Deep South,&amp;quot; a 1951 film, involved a Confederate artillery brigade entrenched in Devil&#039;s Mountain, with the Union forces (land)mining into the rock to blow the mountaintop off entirely. May also refer to &amp;quot;The Lord of the Rings&amp;quot; where the Dwarves of Moria describe their last stand: &amp;quot;We cannot get out. The end comes. Drums, drums in the deep. They are coming.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Happy_to_Oblige_(EU2012).jpg]]  &lt;br /&gt;
!Happy to Oblige&lt;br /&gt;
|Fulfil a [[Missions_(EU2012)#Council_Missions|Council request]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_Hells_Coming_With_Me_(EU2012).jpg]] &lt;br /&gt;
!And Hell&#039;s Coming With Me&lt;br /&gt;
|Successfully assault an [[Storyline_(EU2012)#Assault_the_crashed_Overseer_UFO|Overseer UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Off_My_Planet_(EU2012).jpg]] &lt;br /&gt;
!Off My Planet&lt;br /&gt;
|Recover a [[Hyperwave Relay (EU2012)|Hyperwave Beacon]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tables_Turned_(EU2012).jpg]] &lt;br /&gt;
!Tables Turned&lt;br /&gt;
|Shoot down a [[UFOs_(EU2012)|UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_So_It_Begins_(EU2012).jpg]] &lt;br /&gt;
!And So It Begins...&lt;br /&gt;
|Complete the tutorial mission.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|[[Difficulty_(EU2012)#Tutorial_Mode|Tutorial mode]] must be enabled (not on Impossible Difficulty).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Volunteer_(EU2012).jpg]] &lt;br /&gt;
!The Volunteer&lt;br /&gt;
|Make contact with the Ethereal hive mind.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Flight_of_the_valkyries_(EU2012).jpg]]  &lt;br /&gt;
!Flight of the Valkyries&lt;br /&gt;
|Complete a mission with an all female squad. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Can be obtained on your very first mission (without tutorial) depending on soldier generation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:New_Friend_(EU2012).jpg]] &lt;br /&gt;
!New Friend&lt;br /&gt;
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bait_the_Hook_(EU2012).jpg]] &lt;br /&gt;
!Bait the Hook&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] &lt;br /&gt;
!The Bigger They Are&lt;br /&gt;
|Complete [[Gangplank_(EU2012)|Gangplank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rising_Dragon_(EU2012).jpg]] &lt;br /&gt;
!Rising Dragon&lt;br /&gt;
|Take your new ally into the final challenge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS&#039;s Iron Will before leveling him. Second Wave&#039;s &amp;quot;Hidden Potential&amp;quot; might also give him larger stat increases. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Aboard_(EU2012).jpg]] &lt;br /&gt;
!All Aboard!&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor&#039;s cabin. It is easier if you have purchased both squad upgrades and have a leveled team: in vanilla EU, you can delay it by repeated Slingslot mission failures (and dealing with the consequences...), and in Enemy Within, this mission is hardcoded to occur in May, which gives plenty of time to build your squad. A MEC does well in this mission for this achievement; as that trooper can ignore cover and Thin Men poison.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!Anger Management&lt;br /&gt;
|Proc [[Gene_Mods_(EU2012)#Adrenal_Neurosympathy|Combat Rush]] on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of [[MEC Trooper (EU2012)|augmented soldiers]] and [[S.H.I.V. (EU2012)|SHIVs]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two [[Gene_Mods_(EU2012)|modifications]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Neural_Feedback|Neural Feedback&#039;s]] base damage is 7, about double if your soldier wins the Will Save roll. Weaken the Sectoid Commander/Ethereal before its turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with [[Gene_Mods_(EU2012)#Bioelectric_Skin|Bioelectric Skin]] can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!Steel Martyr&lt;br /&gt;
|Deploy [[MEC-3 Paladin (EU2012)|three tactical subsystems]] on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Muscle_Fiber_Density|Muscle Fiber Density]] Gen Mod. Find a map with two buildings of differing heights adjacent to each other. Easy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!Someone Your Own Size&lt;br /&gt;
|Kill a [[Berserker (EU2012)|Muton Berserker]] in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Works even if softened up in the turns before the shield is raised.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Medals (EU2012)|Medals]] are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|[[Progeny]] (Slingshot type Council mission)&amp;lt;br&amp;gt;A fight across a dam that&#039;s on the brink of collapsing. Advance across the top of the dam and secure the transport vehicle on the far side. Wiping out all aliens is not required.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!Ours are the Furies &lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key. Pistol foundry projects are extremely helpful as well, laser or plasma depending on EXALT&#039;s tech.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|Simply lock down the Encoder and kill all EXALT forces. They can&#039;t do anything to the Transmitter even if they find it before breaking the Encoder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|http://www.tf2sounds.com/1207&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware of Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or save scum and go one by one)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements were removed from Steam 8th Jan 2013. Two of them have returned in the Enemy Within DLC with different names (&#039;&#039;&#039;Disaster Averted&#039;&#039;&#039; as &#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; and &#039;&#039;&#039;Great Minds Think Alike&#039;&#039;&#039; as &#039;&#039;&#039;Ours Are The Furies&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Sweat_(EU2012).jpg]] &lt;br /&gt;
!No Sweat&lt;br /&gt;
|Complete Deluge without activating more than 2 valves.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Deluge in EW has a turn limit, due to it being on a damaged Dam: opening valves releases water, thus extending the time before it breaks. While it is possible to complete the mission without opening more than two valves, it will not unlock the achievement, and thus, it has truly been removed&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Saved_to_Savior_(EU2012).jpg]] &lt;br /&gt;
!Saved to Savior&lt;br /&gt;
|Have your newest ally volunteer for the most difficult duty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|Similar to Shaojie Zhang&#039;s Rising Dragon, except Annette needs to become the Volunteer. There is no achievement for volunteering Annette in Enemy Within, suggesting that this achievement was removed for good.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Disaster_Averted_(EU2012).jpg]] &lt;br /&gt;
!Disaster Averted&lt;br /&gt;
|Complete Deluge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Chase_Is_On_(EU2012).jpg]]&lt;br /&gt;
!The Chase Is On&lt;br /&gt;
|Complete Portent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Replaced with the achievement-less mission of finding/escorting the EXALT survivor of a damaged convoy. The sequence of achievements seems to indicate that Portent was originally intended to take place after Deluge.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]] &lt;br /&gt;
!Great Minds Think Alike&lt;br /&gt;
|Complete Furies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=67357</id>
		<title>Achievements (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=67357"/>
		<updated>2015-08-23T21:31:28Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Enemy Within DLC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Achievements&#039;&#039;&#039; are separate goals or personal achievement trophies that you can earn as you play the game. These are obtained automatically through the normal progression of the game or by performing difficult tasks under harsh conditions. &lt;br /&gt;
&lt;br /&gt;
These achievements provide no direct in-game benefits and can be collected at your leisure. They are mainly provided for players that wish to collect everything that can be collected and to perform everything that can be conceivably performed in the game.&lt;br /&gt;
&lt;br /&gt;
The achievement lists are slightly different depending on the platform you&#039;re playing on - [[#Bubonic|Bubonic]] is only available to PC players, whilst [[#Poison Control|Poison Control]] is only for consolers. The [[#You Win|You Win]] trophy is PS3-only. [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/ Steam offers a list of achievements with the percentages of PC players who have obtained them].&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all achievements must be obtained whilst playing single player, but under any [[Difficulty (EU2012)|difficulty]]. Use of [[Hero (EU2012)|heroes]] will disable achievements for your campaign (even for missions that they don&#039;t attend). Achievement titles in dark cells are hidden until unlocked.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Original XCOM: Enemy Unknown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Win_(EU2012).jpg]]&lt;br /&gt;
!You Win&lt;br /&gt;
|Gain all trophies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
|Obtained after all other trophies are earned. PS3 only.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Meet_New_People_Then_Kill_Them_(EU2012).jpg]]&lt;br /&gt;
!Meet New People.&amp;lt;br&amp;gt;Then Kill Them.&lt;br /&gt;
|Win a [[Multiplayer_(EU2012)|multiplayer]] match.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Doesn&#039;t have to be ranked.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Looking_Back_(EU2012).jpg]]&lt;br /&gt;
!No Looking Back&lt;br /&gt;
| Beat the game in [[Difficulty_(EU2012)#Ironman|Ironman]] on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] Difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Xavier_(EU2012).jpg]]&lt;br /&gt;
!Xavier&lt;br /&gt;
|Mind control an [[Ethereal_(EU2012)|Ethereal]] alien. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Psi Armor, Mind Shield, and a Psi Inspiration boost make this feasable.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Humanitys_Savior_(EU2012).jpg]] &lt;br /&gt;
!Humanity&#039;s Savior&lt;br /&gt;
|Beat the game on any difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Earth_First_(EU2012).jpg]] &lt;br /&gt;
!Earth First&lt;br /&gt;
|Beat the game on [[Difficulty_(EU2012)#Classic|Classic]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Our_Finest_Hour_(EU2012).jpg]]&lt;br /&gt;
!Our Finest Hour&lt;br /&gt;
|Complete the game on [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 90 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Note that it doesn&#039;t say &amp;quot;on Ironman.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Lone_Wolf_(EU2012).jpg]]  &lt;br /&gt;
!Lone Wolf&lt;br /&gt;
|Clear a [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] with one soldier on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| You must only use one soldier, and it is not recommended that you have [[Difficulty_(EU2012)#Ironman|Ironman]] mode turned on while going for this achievement. Taking control of additional units via [[Psionic_(EU2012)|Mind Control]] is allowed. Heavy or Assault reccomended. An early Small Scout UFO crash is ideal. Most quickly done on Classic softcore with the Not Created Equally second wave option, just reroll the starting Meld Tutorial mission until you get an Assault squaddie with 80+ Aim after the first mission, you&#039;ll soon have a Small Scout. Now add Medkit and Assault Rifle and... Save. Often.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bada_Boom_(EU2012).jpg]]  &lt;br /&gt;
!Bada Boom&lt;br /&gt;
|Kill 50 aliens with explosive weapons.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcoming_Committee_(EU2012).jpg]]  &lt;br /&gt;
!Welcoming Committee&lt;br /&gt;
|Kill 150 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pale_Horse_(EU2012).jpg]]  &lt;br /&gt;
!Pale Horse&lt;br /&gt;
|Kill 500 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shooting_Stars_(EU2012).jpg]]  &lt;br /&gt;
!Shooting Stars&lt;br /&gt;
|Shoot down 40 UFOs.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Aint_No_Cavalry_Comin_(EU2012).jpg]]  &lt;br /&gt;
!Ain&#039;t No Cavalry Comin&#039;&lt;br /&gt;
|Have a soldier survive every mission in a full game.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|One soldier must participate in every mission undertaken in the game, from the tutorial or first mission to the final mission. If they miss one (e.g. due to being stuck in the infirmary) then the achievement becomes void.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:As_A_Scalpel_(EU2012).jpg]] &lt;br /&gt;
!As A Scalpel&lt;br /&gt;
|Earn the &amp;quot;Excellent&amp;quot; rating in every performance category on a [[Missions_(EU2012)#Alien_Terror_Attack|terror mission]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|At minimum you must save 14 civilians to get an excellent rating in the third category, and lose no XCOM soldiers to get excellent in the second category.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Edison_(EU2012).jpg]]  &lt;br /&gt;
!Edison&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Angel_of_Death_(EU2012).jpg]]  &lt;br /&gt;
!Angel of Death&lt;br /&gt;
|Kill an alien while flying. Single Player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Archangel Armor or HoverSHIV, of course.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Employees_Must_Wash_Hands_(EU2012).jpg]]  &lt;br /&gt;
!All Employees Must Wash Hands&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Autopsies|autopsy]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Beyond_the_Veil_(EU2012).jpg]]  &lt;br /&gt;
!Beyond the Veil&lt;br /&gt;
|Find a soldier with the Gift.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Prisoner_of_War_(EU2012).jpg]]  &lt;br /&gt;
!Prisoner of War&lt;br /&gt;
|[[Arc_Thrower_(EU2012)|Capture]] a live alien.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Gatekeeper_(EU2012).jpg]]  &lt;br /&gt;
!The Gatekeeper&lt;br /&gt;
|Stun an [[Outsider_(EU2012)|Outsider]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:X_Marks_the_Spot_(EU2012).jpg]]  &lt;br /&gt;
!X Marks the Spot&lt;br /&gt;
|Uncover the [[Storyline_(EU2012)#Assault_the_Alien_Base|alien base&#039;s]] location.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_All_Know_All_(EU2012).jpg]]  &lt;br /&gt;
!See All, Know All&lt;br /&gt;
|Build the [[Hyperwave_Relay_(EU2012)|Hyperwave Relay]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:On_the_Shoulders_of_Giants_(EU2012).jpg]]  &lt;br /&gt;
!On the Shoulders of Giants&lt;br /&gt;
|Build the [[Gollop_Chamber_(EU2012)|Gollop Chamber]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ride_the_Lightning_(EU2012).jpg]]  &lt;br /&gt;
!Ride the Lightning&lt;br /&gt;
|Build a [[Firestorm_(EU2012)|Firestorm]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eye_in_the_Sky_(EU2012).jpg]]  &lt;br /&gt;
!Eye in the Sky&lt;br /&gt;
|Launch a [[Satellite_(EU2012)|Satellite]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Together_Now_(EU2012).jpg]]  &lt;br /&gt;
!All Together Now&lt;br /&gt;
|Get [[Satellite_(EU2012)|satellite]] coverage over every country in one continent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Hunter_Killer_(EU2012).jpg]]  &lt;br /&gt;
!Hunter/Killer&lt;br /&gt;
|In a single game, shoot down one of each [[UFOs_(EU2012)|alien craft]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Modules are helpful in taking down Battleships. Also, you &#039;&#039;can&#039;&#039; send more than 1 Interceptor after a single UFO, but they have to take turns (previous one has to return to base or be destroyed, before sending the next).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Man_No_More_(EU2012).jpg]]  &lt;br /&gt;
!Man No More&lt;br /&gt;
|Build a suit of powered [[Armour_(EU2012)|armor]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Bubonic&lt;br /&gt;
|Play a [[Multiplayer_(EU2012)|multiplayer]] match against someone with this achievement.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|Only exists for PC players, replacing [[#Poison Control|Poison Control]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Poison Control&lt;br /&gt;
|Cure poison on five soldiers in a single mission. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Only exists for console players, replacing [[#Bubonic|Bubonic]]. You may cure the same soldier five times to earn this achievement. Note that [[Thin Man (EU2012)|Thin Men]] release poison on death, which is much easier to use then relying on them to fire poison spit. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We_Happy_Few_(EU2012).jpg]]  &lt;br /&gt;
!We Happy Few&lt;br /&gt;
|Complete a mission without losing a soldier.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Hardest_Road_(EU2012).jpg]]  &lt;br /&gt;
!The Hardest Road&lt;br /&gt;
|Advance one soldier to [[Soldiers_(EU2012)#Ranks|Colonel rank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Worth_Every_Penny_(EU2012).jpg]]  &lt;br /&gt;
!Worth Every Penny&lt;br /&gt;
|Acquire 1000 credits in one month.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Most easily done with global satellite coverage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Oppenheimer_(EU2012).jpg]]  &lt;br /&gt;
!Oppenheimer&lt;br /&gt;
|Staff the research labs with 80 scientists.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:One_Gun_at_a_Time_(EU2012).jpg]]  &lt;br /&gt;
!One Gun at a Time&lt;br /&gt;
|Staff the engineering department with 80 engineers.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Skunkworks_(EU2012).jpg]]  &lt;br /&gt;
!Skunkworks&lt;br /&gt;
|In a single game, complete every [[Foundry_(EU2012)|Foundry]] project.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Skunk Works&amp;quot; is the alias of Lockheed Martin&#039;s Advanced Development Programs division, responsible for the SR-71 &amp;quot;Blackbird&amp;quot; jet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Have_5_Seconds_to_Comply_(EU2012).jpg]]  &lt;br /&gt;
!You Have 5 Seconds to Comply&lt;br /&gt;
|Build a [[SHIV_(EU2012)|S.H.I.V.]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| [http://www.youtube.com/watch?v=xMMyVKm9BjM]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Theory_(EU2012).jpg]]  &lt;br /&gt;
!Theory...&lt;br /&gt;
|Build a [[Laboratory_(EU2012)|laboratory]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:and_Practice_(EU2012).jpg]]  &lt;br /&gt;
!...and Practice&lt;br /&gt;
|Build a [[Workshop_(EU2012)|workshop]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Wet_Work_(EU2012).jpg]]  &lt;br /&gt;
!Wet Work&lt;br /&gt;
|Complete a Very Difficult [[Missions_(EU2012)#Alien_Abductions|abduction mission]] in five turns or less on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Once you&#039;re familiar with the size of some of the different [[Maps (EU2012)|maps]] in the game, wait until you recognise that you&#039;ve been dropped into a small one before attempting this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A_Continental_Fellow_(EU2012).jpg]]  &lt;br /&gt;
!A Continental Fellow&lt;br /&gt;
|Win a game from each of the 5 starting locations.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Five separate games must be completed, with your starting base situated in each of the different continents. Surprisingly, Steam statistics reports this as having among the lowest completion rates, even below Finest Hour and No Looking Back completion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Wonders_Await_(EU2012).jpg]]  &lt;br /&gt;
!What Wonders Await&lt;br /&gt;
|Complete a [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Up_and_Running_(EU2012).jpg]]  &lt;br /&gt;
!Up and Running&lt;br /&gt;
|Build a [[Engineering_(EU2012)#Build_Facilities|base facility]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Combat_Ready_(EU2012).jpg]]  &lt;br /&gt;
!Combat Ready&lt;br /&gt;
|Build an [[Engineering_(EU2012)#Build_Items|item]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drums_in_the_Deep_(EU2012).jpg]]  &lt;br /&gt;
!Drums in the Deep&lt;br /&gt;
|Gain access to the lowest level in your base.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Drums in the Deep South,&amp;quot; a 1951 film, involved a Confederate artillery brigade entrenched in Devil&#039;s Mountain, with the Union forces (land)mining into the rock to blow the mountaintop off entirely. May also refer to &amp;quot;The Lord of the Rings&amp;quot; where the Dwarves of Moria describe their last stand: &amp;quot;We cannot get out. The end comes. Drums, drums in the deep. They are coming.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Happy_to_Oblige_(EU2012).jpg]]  &lt;br /&gt;
!Happy to Oblige&lt;br /&gt;
|Fulfil a [[Missions_(EU2012)#Council_Missions|Council request]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_Hells_Coming_With_Me_(EU2012).jpg]] &lt;br /&gt;
!And Hell&#039;s Coming With Me&lt;br /&gt;
|Successfully assault an [[Storyline_(EU2012)#Assault_the_crashed_Overseer_UFO|Overseer UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Off_My_Planet_(EU2012).jpg]] &lt;br /&gt;
!Off My Planet&lt;br /&gt;
|Recover a [[Hyperwave Relay (EU2012)|Hyperwave Beacon]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tables_Turned_(EU2012).jpg]] &lt;br /&gt;
!Tables Turned&lt;br /&gt;
|Shoot down a [[UFOs_(EU2012)|UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_So_It_Begins_(EU2012).jpg]] &lt;br /&gt;
!And So It Begins...&lt;br /&gt;
|Complete the tutorial mission.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|[[Difficulty_(EU2012)#Tutorial_Mode|Tutorial mode]] must be enabled (not on Impossible Difficulty).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Volunteer_(EU2012).jpg]] &lt;br /&gt;
!The Volunteer&lt;br /&gt;
|Make contact with the Ethereal hive mind.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Flight_of_the_valkyries_(EU2012).jpg]]  &lt;br /&gt;
!Flight of the Valkyries&lt;br /&gt;
|Complete a mission with an all female squad. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Can be obtained on your very first mission (without tutorial) depending on soldier generation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:New_Friend_(EU2012).jpg]] &lt;br /&gt;
!New Friend&lt;br /&gt;
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bait_the_Hook_(EU2012).jpg]] &lt;br /&gt;
!Bait the Hook&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] &lt;br /&gt;
!The Bigger They Are&lt;br /&gt;
|Complete [[Gangplank_(EU2012)|Gangplank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rising_Dragon_(EU2012).jpg]] &lt;br /&gt;
!Rising Dragon&lt;br /&gt;
|Take your new ally into the final challenge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS&#039;s Iron Will before leveling him. Second Wave&#039;s &amp;quot;Hidden Potential&amp;quot; might also give him larger stat increases. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Aboard_(EU2012).jpg]] &lt;br /&gt;
!All Aboard!&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor&#039;s cabin. It is easier if you have purchased both squad upgrades and have a leveled team: in vanilla EU, you can delay it by repeated Slingslot mission failures (and dealing with the consequences...), and in Enemy Within, this mission is hardcoded to occur in May, which gives plenty of time to build your squad. A MEC does well in this mission for this achievement; as that trooper can ignore cover and Thin Men poison.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!Anger Management&lt;br /&gt;
|Proc [[Gene_Mods_(EU2012)#Adrenal_Neurosympathy|Combat Rush]] on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of [[MEC Trooper (EU2012)|augmented soldiers]] and [[S.H.I.V. (EU2012)|SHIVs]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two [[Gene_Mods_(EU2012)|modifications]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Neural_Feedback|Neural Feedback&#039;s]] base damage is 7, about double if your soldier wins the Will Save roll. Weaken the Sectoid Commander/Ethereal before it&#039;s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with [[Gene_Mods_(EU2012)#Bioelectric_Skin|Bioelectric Skin]] can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!Steel Martyr&lt;br /&gt;
|Deploy [[MEC-3 Paladin (EU2012)|three tactical subsystems]] on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Muscle_Fiber_Density|Muscle Fiber Density]] Gen Mod. Find a map with two buildings of differing heights adjacent to each other. Easy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!Someone Your Own Size&lt;br /&gt;
|Kill a [[Berserker (EU2012)|Muton Berserker]] in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Works even if softened up in the turns before the shield is raised.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Medals (EU2012)|Medals]] are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|[[Progeny]] (Slingshot type Council mission)&amp;lt;br&amp;gt;A fight across a dam that&#039;s on the brink of collapsing. Advance across the top of the dam and secure the transport vehicle on the far side. Wiping out all aliens is not required.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!Ours are the Furies &lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key. Pistol foundry projects are extremely helpful as well, laser or plasma depending on EXALT&#039;s tech.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|Simply lock down the Encoder and kill all EXALT forces. They can&#039;t do anything to the Transmitter even if they find it before breaking the Encoder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|http://www.tf2sounds.com/1207&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware of Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or save scum and go one by one)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements were removed from Steam 8th Jan 2013. Two of them have returned in the Enemy Within DLC with different names (&#039;&#039;&#039;Disaster Averted&#039;&#039;&#039; as &#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; and &#039;&#039;&#039;Great Minds Think Alike&#039;&#039;&#039; as &#039;&#039;&#039;Ours Are The Furies&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Sweat_(EU2012).jpg]] &lt;br /&gt;
!No Sweat&lt;br /&gt;
|Complete Deluge without activating more than 2 valves.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Deluge in EW has a turn limit, due to it being on a damaged Dam: opening valves releases water, thus extending the time before it breaks. While it is possible to complete the mission without opening more than two valves, it will not unlock the achievement, and thus, it has truly been removed&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Saved_to_Savior_(EU2012).jpg]] &lt;br /&gt;
!Saved to Savior&lt;br /&gt;
|Have your newest ally volunteer for the most difficult duty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|Similar to Shaojie Zhang&#039;s Rising Dragon, except Annette needs to become the Volunteer. There is no achievement for volunteering Annette in Enemy Within, suggesting that this achievement was removed for good.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Disaster_Averted_(EU2012).jpg]] &lt;br /&gt;
!Disaster Averted&lt;br /&gt;
|Complete Deluge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Chase_Is_On_(EU2012).jpg]]&lt;br /&gt;
!The Chase Is On&lt;br /&gt;
|Complete Portent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Replaced with the achievement-less mission of finding/escorting the EXALT survivor of a damaged convoy. The sequence of achievements seems to indicate that Portent was originally intended to take place after Deluge.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]] &lt;br /&gt;
!Great Minds Think Alike&lt;br /&gt;
|Complete Furies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(EU2012)&amp;diff=67271</id>
		<title>Strategy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(EU2012)&amp;diff=67271"/>
		<updated>2015-08-17T19:50:33Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* XCOM Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Factors==&lt;br /&gt;
===The Aliens===&lt;br /&gt;
[[File:Last Stand (EU2012).png|right|300px]]&lt;br /&gt;
The Aliens are the main foe in XCOM: Enemy Unknown, consisting of several [[Alien Life Forms (EU2012)|species]] united under a specific [[Alien Objectives (EU2012)|agenda]] that will conduct hostile missions regarding Earth and humanity. The aliens will deploy their ground forces using Unidentified Flying Objects ([[UFOs (EU2012)|UFOs]]), which can be detected and shot down by [[XCOM (EU2012)|XCOM]]. &lt;br /&gt;
&lt;br /&gt;
The most important aspects regarding the aliens are:&lt;br /&gt;
* Escalation - every month the aliens will introduce [[Overviews of Aliens (EU2012)|better armed]] species and UFOs, increasing their deadliness. &lt;br /&gt;
* Retaliation - They will strike back against XCOM by attacking your [[Satellite (EU2012)|satellites]] if their UFOs are ignored and in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] they will [[XCOM Base Defense (EU2012)|assault]] XCOM&#039;s HQ if their base on Earth is destroyed by your forces. &lt;br /&gt;
* Determination - they will keep conducting their missions and terrorizing Earth until the [[The Council (EU2012)|Council]] that supports XCOM is disbanded and their complete their objectives. &lt;br /&gt;
&lt;br /&gt;
As you progress through the game you&#039;ll encounter new aliens and discover more about their horrific intentions, as you conduct interrogations and autopsies and research their advanced [[Alien Artifacts (EU2012)|technology]]. As XCOM Commander it is your mission to stop their actions and use the knowledge gained through [[Research (EU2012)|research]] stop the alien invasion of Earth.&lt;br /&gt;
&lt;br /&gt;
The aliens species can be assigned to 3 roles: Commanders, Soldiers and Secondaries. &lt;br /&gt;
* Commanders only appear on UFOs and Storyline missions. &lt;br /&gt;
* Soldiers are general use troops deployed to any type of mission and holding plasma firearms. &lt;br /&gt;
* Secondaries are usually heavier alien units with specialized roles such as melee or robotic units with a more restricted appearance. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===XCOM Goals===&lt;br /&gt;
In order to win the game, XCOM commanders will have to achieve two goals:&lt;br /&gt;
[[File:ShadowSpeeker.png|right|300px]]&lt;br /&gt;
&#039;&#039;&#039;Prevent 8 or more countries from leaving the Council&#039;&#039;&#039;&lt;br /&gt;
* The game will continue endlessly as long as you have 9 countries still in [[The Council (EU2012)|Council]]. You can keep playing until [[Background_(TFTD)|2039]] or [[Background (Apocalypse)|2084]] if you wish to do so, as long as you don&#039;t complete (or fail) some of the [[Storyline Missions (EU2012)|key missions]] (see below).&lt;br /&gt;
* Unlike the original game, you can&#039;t lose from repeatedly getting a negative grade on the Council&#039;s monthly report or running out of funds. However, if those situations keep happening then most likely you&#039;ll lose since [[Panic (EU2012)|panic]] will spiral out of control and make countries leave the Council.  &lt;br /&gt;
* The higher the [[Difficulty (EU2012)|difficulty]] level, the more harder it will be to control panic.&lt;br /&gt;
* Keep in mind that retaining at least 9 countries in the Council doesn&#039;t necessary imply covering them all with satellites, although you&#039;ll want to expand your satellite network as much as possible due to the benefits it will provide.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File: Game Objective (EU2012).png|300px|right]]&lt;br /&gt;
&#039;&#039;&#039;Complete the Game Objectives&#039;&#039;&#039;&lt;br /&gt;
* To achieve the game objectives you&#039;ll have to fulfill a number of subobjectives in sequence. For more details see [[Storyline (EU2012)#Game Objectives|Game Objectives]]. &lt;br /&gt;
* Theoretically, you&#039;ll only need to complete 5/6 key Storyline [[Storyline Missions (EU2012)|missions]] to win the game: the 1st mission (either the Tutorial or a regular Abduction), capturing the 1st alien and an [[Outsider (EU2012)|Outsider]] alien, Alien Base Assault, XCOM Base Defense (on the Enemy Within DLC), Assault the Overseer UFO and Temple Ship Assault.&lt;br /&gt;
* If you fail to finish the 1st mission, Alien Base, Base Defense and Temple Ship you&#039;ll be given the opportunity of replaying the mission or losing the game. &lt;br /&gt;
* With the exception of the 1st mission (and to some extent, the XCOM Base Defense), you can delay those missions as much as you want. However, as months pass the [[Aliens (EU2012)|aliens]] will deploy more capable units, which can increase, or not, their difficulty, depending on how far you&#039;ve progressed on your own weapons/armor [[Research (EU2012)|research]]. &lt;br /&gt;
* Besides the progression in the timeline, the difficulty levels will also have an effect on the [[Alien Deployment (EU2012)|number and type]] of the aliens present during [[Missions (EU2012)|missions]] and their individual [[Alien Stats (EU2012)|stats]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Difficulty Levels &amp;amp; DLCs===&lt;br /&gt;
The Difficulty levels can have a major influence on the type of strategy chosen because of the specific changes they introduce. For details on their influence over funding, alien stats, etc., see [[Difficulty (EU2012)|Difficulty]]. For specific information about how difficulty levels change the number of aliens during missions, check [[Alien Deployment (EU2012)|Alien Deployment]].&lt;br /&gt;
&lt;br /&gt;
The difficulty will be further increased if playing with [[Difficulty (EU2012)#Ironman|Ironman]], since it makes it impossible to reload a saved game to and fix a mistake such as satellites not being ready on time for launch at the end of the month.&lt;br /&gt;
&lt;br /&gt;
The [[Second Wave (EU2012)|Second Wave]] or the Slingshot and [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] DLCs also can bring changes to the game, as described below.&lt;br /&gt;
&lt;br /&gt;
====Second Wave====&lt;br /&gt;
[[File:Second Wave EW (EU2012).png|right|300px]]&lt;br /&gt;
&#039;&#039;&#039;Strategic Layer Changes&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;New Economy&#039;&#039;&#039; - randomizes the funding given by each country. The starting credits may be completely different from the regular values. &lt;br /&gt;
* &#039;&#039;&#039;Marathon&#039;&#039;&#039; - everything takes longer to complete (research, manufacturing, etc) and appearances of new alien species will also be pushed forward.&lt;br /&gt;
* &#039;&#039;&#039;Results Driven&#039;&#039;&#039; - funding is reduced by the country&#039;s current [[Panic (EU2012)|panic]] level.&lt;br /&gt;
* &#039;&#039;&#039;High Stakes&#039;&#039;&#039; - scientist/engineer rewards from [[Missions (EU2012)#Abductions|Abduction]] missions are randomized, can make impossible some strategies that depend on these rewards. &lt;br /&gt;
* &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - massive cost increases for satellites. &lt;br /&gt;
* &#039;&#039;&#039;War Weariness&#039;&#039;&#039; - funding trickles down to 0 over time.&lt;br /&gt;
* &#039;&#039;&#039;E-115&#039;&#039;&#039; - can lead to [[Elerium (EU2012)|Elerium]] shortages for building projects.&lt;br /&gt;
* &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - [[Base Facilities (EU2012)|base facilities]] cost more power, meaning less space and more building costs. &lt;br /&gt;
* &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; and &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - randomize soldier&#039;s stats, their progression when promoted and their abilities. Can be used to create super soldiers, or severely limit them. &lt;br /&gt;
* &#039;&#039;&#039;The Greater Good&#039;&#039;&#039;, &#039;&#039;&#039;More Than Human&#039;&#039;&#039; and &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - restrict use of [[Psionic (EU2012)|Psionics]].  &lt;br /&gt;
* &#039;&#039;&#039;Total Loss&#039;&#039;&#039; - causes KIA [[Soldiers (EU2012)|soldiers]] to lose all their equipment, forcing you to spend resources to replace it.&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; - actually helps more since it can be used to ensure that shots hit their targets. Can also be used to randomize results of air combat dogfights and the appearance of several events/missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Layer Changes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - dramatically increases shot randomness.&lt;br /&gt;
* &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; and &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - randomize soldier&#039;s stats, their progression when promoted and their abilities. Can be used to create super soldiers, or severely limit them. &lt;br /&gt;
* &#039;&#039;&#039;The Greater Good&#039;&#039;&#039;, &#039;&#039;&#039;More Than Human&#039;&#039;&#039; and &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - restrict use of [[Psionic (EU2012)|Psionics]]. &lt;br /&gt;
* &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; and &#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; - make flanking shots more deadly and accurate. Can work either for or against you during a battle. &lt;br /&gt;
* &#039;&#039;&#039;Red Fog&#039;&#039;&#039; and &#039;&#039;&#039;Total Loss&#039;&#039;&#039; - increases the penalties for having injured or KIA [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens become more deadly. When facing [[Sectopod (EU2012)|Sectopods]]/[[Cyberdisc (EU2012)|Cyberdiscs]] this can lead into very nasty encounters when you activate them. &lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; - can actually help since it can be used to ensure that shots hit their targets. &lt;br /&gt;
&lt;br /&gt;
====Enemy Within DLC====&lt;br /&gt;
[[Image:XCOM Enemy Within Poster.png|right|300px]]&lt;br /&gt;
* A new resource called [[Meld (EU2012)|Meld]] is introduced, allowing to perform cybernetic and genetic modifications for your soldiers.&lt;br /&gt;
* [[Research (EU2012)|research]] time is increased on the Classic/Impossible difficulties by 40% and 70%, respectively. &lt;br /&gt;
* The plasma weapons building costs are also increased on average by 50% of their previous cost.&lt;br /&gt;
* A new foe, [[EXALT (EU2012)|EXALT]] is added, which can be an hassle to XCOM. &lt;br /&gt;
* Also adds the [[XCOM Base Defense (EU2012)|Base Defense]] mission. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Slingshot &amp;amp; Progeny====&lt;br /&gt;
[[File:Zhang_Cutscene.png|300px|right]]&lt;br /&gt;
There are also two optional [[DLC (EU2012)|DLC]] campaigns available as Council [[The Council (EU2012)#Council Missions|missions]]. If the 3 missions of each are completed successfully they give access to advanced resources, making the game easier. Completing some of their missions can be challenging though. &lt;br /&gt;
* [[Slingshot DLC (EU2012)|Slingshot]] - provide a high-stat Heavy soldier ([[Shaojie Zhang (EU2012)|Shaojie Zhang]]) and allow early access to [[Fusion Core (EU2012)|Fusion Cores]], whose research is required for building advanced [[Fusion Lance (EU2012)|Fusion Lances]] for Firestorm craft and [[Blaster Launcher (EU2012)|Blaster Launchers]] for Heavy soldiers.  &lt;br /&gt;
* [[Progeny (EU2012)|Progeny]] - gives 4 guaranteed [[Psionic (EU2012)|Psionic]] soldiers (including [[Annette (EU2012)|Annette]]).&lt;br /&gt;
&lt;br /&gt;
Both campaigns also provide large amounts of scientists/engineers, as well as credits and other [[Alien Artifacts (EU2012)|Alien Artifacts]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Starting Base Location===&lt;br /&gt;
&lt;br /&gt;
The location of the XCOM [[HQ (EU2012)|HQ]] automatically deploys a [[Satellite (EU2012)|satellite]] over the country and gives the continent&#039;s specific bonus to the player and will have a major impact on the early game. Each country covered with a satellite provides additional Scientists or Engineers, besides credits (§), that are received at the end of the month and can be very useful in gathering enough Engineers to be able to build [[Beam Weapons (EU2012)|Laser Weapons]] after they are [[Research (EU2012)|researched]]. &lt;br /&gt;
&lt;br /&gt;
If you cover an entire continent with satellites, then you also get that continental bonus even if your base is located elsewhere.&lt;br /&gt;
Choosing which continent will be the first fully covered by satellites is another key move of the early game. Losing a country on a continent due to it leaving the [[The Council (EU2012)|Council]] automatically means the end of the bonus. &lt;br /&gt;
&lt;br /&gt;
The starting bonus can never be lost, even if the country where the XCOM HQ is located decides to leave the Council.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent (+50% Easy difficulty)&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Egypt: §70&amp;lt;br&amp;gt;&lt;br /&gt;
South Africa: §80&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nigeria: §100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;China: §100&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Japan: §100&amp;lt;br&amp;gt;&lt;br /&gt;
India: §60&amp;lt;br&amp;gt;&lt;br /&gt;
Australia: §60&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
United Kingdom: §100&amp;lt;br&amp;gt;&lt;br /&gt;
Russia: §150&amp;lt;br&amp;gt;&lt;br /&gt;
France: §80&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Germany: §100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;United States: §180&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Canada: §100&amp;lt;br&amp;gt;&lt;br /&gt;
Mexico: §50&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
Argentina: §70&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Brazil: §80&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ʃ §250 || Ʃ §320 || Ʃ §430 || Ʃ §330 || Ʃ §150&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;bold&#039;&#039;&#039; country is where the base will be located if you pick that continent to start the campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===HQ&#039;s Areas===&lt;br /&gt;
[[File:Basescape EU2012.png|300px|right]]&lt;br /&gt;
After selecting the game&#039;s difficulty and the starting location for your HQ, managing the operations at the XCOM [[HQ (EU2012)|Headquarters]] is the next step for any strategy to achieve victory over the aliens. HQ has six main areas, all accessible by the Base View, each with specific priorities and requirements that affect one another, as listed on the table below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Base Operations&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Area &lt;br /&gt;
! width=&amp;quot;35%&amp;quot; align=&amp;quot;center&amp;quot; | Priority/Mission&lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Tasks required&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Situation Room (EU2012)|Situation Room]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Advance XCOM&#039;s progress&amp;lt;br&amp;gt;Prevent countries from leaving XCOM&amp;lt;br&amp;gt;Secure/increase [[Finances (EU2012)|funding]] and resources|| Complete the required [[Storyline (EU2012)#Game Objectives|game objectives]] for victory&amp;lt;br&amp;gt;Manage panic levels&amp;lt;br&amp;gt;Expand [[Satellite (EU2012)|satellite]] network for country/continent bonuses&amp;lt;br&amp;gt;Sell advanced tech on the [[Grey Market (EU2012)|Grey Market]]&amp;lt;br&amp;gt;Perform [[The Council (EU2012)|Council]] [[Missions (EU2012)|missions]] for additional rewards&amp;lt;br&amp;gt;Conduct [[Covert Operations (EU2012)|Covert Operations]] against [[EXALT (EU2012)|EXALT]] (EW DLC)&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Engineering (EU2012)|Engineering]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |&#039;&#039;Develop and [[Engineering (EU2012)|manufacture]] tech upgrades&amp;lt;br&amp;gt;Increase [[XCOM Headquarters (EU2012)#Base Expansion|base]] abilities and efficiency&#039;&#039; || Manufacture advanced [[Weapons (EU2012)|weapons]] and [[Equipment (EU2012)|equipment]]&amp;lt;br&amp;gt;Build the [[Foundry (EU2012)|Foundry]] for advanced weapons projects&amp;lt;br&amp;gt;Build additional/upgraded [[XCOM Headquarters (EU2012)#Base Expansion|facilities]]&amp;lt;br&amp;gt;Satisfy power needs for expansion&amp;lt;br&amp;gt;Maximize facility bonuses&amp;lt;br&amp;gt;Acquire required engineers/credits/materials for construction&amp;lt;br&amp;gt;Develop S.H.I.V.s and MEC Troopers (EW DLC)&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Research (EU2012)|Research]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |&#039;&#039;Investigate the [[Alien Life Forms (EU2012)|Aliens]], their  technology and intentions&amp;lt;br&amp;gt;Develop applications of alien technology&#039;&#039; ||Examine recovered [[Alien Artifacts (EU2012)|alien artifacts]] and perform autopsies&amp;lt;br&amp;gt;Conduct [[Alien Containment (EU2012)|interrogations]] on captured aliens&amp;lt;br&amp;gt;Expand scientist pool or built [[Laboratory (EU2012)|labs]]&amp;lt;br&amp;gt;Perform [[Gene Mods (EU2012)|Gene Mods]] on soldiers (EW DLC)&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Soldiers (EU2012)|Soldiers]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |&#039;&#039;Provide mission capable [[Squads (EU2012)|squads]]&#039;&#039; || Hire [[Soldiers (EU2012)|soldiers]] and upgrade their [[Equipment (EU2012)|equipment]]&amp;lt;br&amp;gt;Retain a pool of experienced soldiers&amp;lt;br&amp;gt;Minimize casualties and [[Infirmary (EU2012)|recovery time]]&amp;lt;br&amp;gt;Maximize promotions and combat training&amp;lt;br&amp;gt;Built the [[OTS (EU2012)|Officer Training School]] for additional abilities&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Hangar (EU2012)|Hangar]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |&#039;&#039;Expand [[Interceptor (EU2012)|Interceptor]] deployment&amp;lt;br&amp;gt;Defend satellite network&#039;&#039; || Acquire sufficient [[Interceptor (EU2012)|Interceptors]] for continent coverage&amp;lt;br&amp;gt;Upgrade interceptors fleet with new technologies&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Mission Control (EU2012)|Mission Control]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |&#039;&#039;Detect and stop [[UFOs (EU2012)|UFO]]/alien attacks&amp;lt;br&amp;gt;Recover [[Alien Life Forms (EU2012)|Aliens]] lifeforms and [[Alien Artifacts (EU2012)|technology]]&amp;lt;br&amp;gt;Perform any additional combat missions&#039;&#039; || Defend the [[Satellite (EU2012)|satellite]] network&amp;lt;br&amp;gt;Intercept and shoot down [[UFOs (EU2012)|UFOs]] on missions&amp;lt;br&amp;gt;Assault and capture crashed/landed UFOs&amp;lt;br&amp;gt;Stop [[Alien Life Forms (EU2012)|alien]] and [[EXALT (EU2012)|EXALT]] (EW DLC) missions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Detailed descriptions of how to achieve the tasks described may be found in the following sections.&lt;br /&gt;
&lt;br /&gt;
==Situation Room==&lt;br /&gt;
[[Image:SR (EU2012).png|right|300px]]&lt;br /&gt;
The [[Situation Room (EU2012)|Situation Room]] is where you&#039;ll manage all aspects directly related with the Council, as launching satellites, managing funds and checking the current panic levels and storyline objectives. The Situation Room will be unlocked after you complete your first Alien Abductions mission. &lt;br /&gt;
* For a description of the required steps to win the game see [[Storyline (EU2012)|Storyline]] and [[Storyline Missions (EU2012)|Storyline Missions]].&lt;br /&gt;
* For a description of the interactions with the Council, see [[The Council (EU2012)|The Council]] page. &lt;br /&gt;
* For more details about the panic system and management, see [[Panic (EU2012)|Managing Panic]].&lt;br /&gt;
===Continent Analysis===&lt;br /&gt;
Besides choosing where to start, deciding the first continent to be covered with satellites is another major decision determining strategy. Some continents give strategic benefits right from the beginning while others might take more time to get dividends from them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Easy/Normal)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers  || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers || align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +2 scientists &amp;lt;br/&amp;gt; +3 engineers || align=&amp;quot;center&amp;quot; | +6 engineers|| align=&amp;quot;center&amp;quot; | +6 scientists || align=&amp;quot;center&amp;quot; |  +4 scientists &amp;lt;br/&amp;gt; +4 engineers ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +8 engineers || align=&amp;quot;center&amp;quot; | +8 scientists || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Classic/Impossible)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +1 engineer  || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist &amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers|| align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists &amp;lt;br/&amp;gt; +1 engineer ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +4 engineers || align=&amp;quot;center&amp;quot; | +4 scientists || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== North America ====&lt;br /&gt;
[[File:NorthAmericaBase.png|right|300px]]&lt;br /&gt;
* Resources: §320, 4 Scientists &amp;amp; 2 Engineers (Classic and Impossible)&lt;br /&gt;
* Bonus: &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039; - All aircraft and aircraft weapons cost 50% less to purchase, build and maintain.&lt;br /&gt;
* One of the more useful bonuses in the middle game, being able to procure [[Firestorm (EU2012)|Firestorms]] for 50% off is incredibly useful, especially if you&#039;re down to the wire on materials. The 4 additional monthly scientists are also a nice addition to keep up with the increasing research times. &lt;br /&gt;
* As a starting continent it will give you a total of §110 credits saved in March and April (§40 from purchasing 2 to cover the first continent covered + §70 from monthly maintenance, Skyranger included). This makes it somewhat useful as a starting bonus, if you&#039;re looking to build the 2nd Uplink in March or April and need to buy more Interceptors to cover it.  &lt;br /&gt;
* The high initial funding of the United States (which is given since it will be HQ&#039;s location) means that North America provides you with the highest initial monthly funding on Classic and Impossible (on Normal and Easy Africa wins due to higher base funding).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==== South America ====&lt;br /&gt;
[[File:SouthAmericaBase.png|right|300px]]&lt;br /&gt;
* Resources: §170, 2 Scientists &amp;amp; 1 Engineer (Classic and Impossible)&lt;br /&gt;
* Bonus: &#039;&#039;&#039;We Have Ways&#039;&#039;&#039; - Interrogations and Autopsies are completed instantly.&lt;br /&gt;
* Can be really useful if it&#039;s your starting bonus or you can get it within the first two months, in order to pursue a Alien Base Rush strategy.&lt;br /&gt;
* Otherwise, Interrogations and Autopsies don&#039;t take that long to begin with and if you collect scientists, they&#039;ll only take 1 or 2 days at most. Far more useful however if you&#039;re playing with Marathon on from [[Second Wave (EU2012)|Second Wave]], since everything takes a little bit longer. Overall however, not a very pressing bonus to get, and it provides the least additional personnel of all resources. &lt;br /&gt;
* On Impossible if you want to get to the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] and complete the game before you encounter some of the more difficult aliens then this can help by unlocking [[Research (EU2012)#Research Credits|Research Credits]] as well as the Alien Base once you get to the point of needing the [[Outsider Shard (EU2012)|Outsider Shard]].&lt;br /&gt;
* The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] makes this bonus a more attractive due to autopsies granting access to Gene Mods and several more items. Researching laser weapons and Carapace Armor is also a little slower and they compete with [[Meld (EU2012)|Meld]]-related research, making early game research time more of a premium.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Europe ====&lt;br /&gt;
[[File:EuropeBase.png|right|300px]]&lt;br /&gt;
* Resources: §430, 10 Scientists (Classic and Impossible)&lt;br /&gt;
* Bonus: &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039; - [[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&lt;br /&gt;
* As a starting bonus, unless you&#039;re pounding out Labs in the very early days of the game, or playing with Marathon turned on, Labs aren&#039;t that useful. If pursing a Satellite Rush strategy you may need a Workshop to build the 2nd Uplink, allowing a saving of §65 in March. &lt;br /&gt;
* Each Lab/Workshop built costs less §65 credits, so if you&#039;re looking to build several of those, this is definitely a continent to look for posterior expansion. Furthermore, getting all of the European countries give the highest continent funding (§430) and the 10 monthly scientists it provides (on Classic/Impossible) will take care of all research needs. &lt;br /&gt;
* On the Enemy Within DLC, the increased Research times and plasma weapon manufacturing costs in Classic/Impossible difficulties can also make Europe as an attracting option for expansion to deal with the bigger requirements.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==== Africa ====&lt;br /&gt;
[[File:AfricaBase.png|right|300px]]&lt;br /&gt;
* Resources: §250 (§325 with 30% bonus), 3 Scientists &amp;amp; 3 Engineers (Classic and Impossible)&lt;br /&gt;
* Bonus: &#039;&#039;&#039;All In&#039;&#039;&#039; - Monthly XCOM funding increased by 30%.&lt;br /&gt;
* One of the most useful starting bonus. That extra money is going to pay dividends in both the long and short run, and the early and late parts of the game. You need credits for everything, and you can never have too much.&lt;br /&gt;
* On the downside it gives few scientists and engineers so you&#039;ll need to get those from mission rewards. Keep in mind that extra engineers can be more useful than extra credits since they also allow for savings on advanced materials required for building stuff ([[Elerium (EU2012)|Elerium]], [[Alien Alloys (EU2012)|Alloys]]) later on.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Asia ====&lt;br /&gt;
[[File:AsiaBase.png|right|300px]]&lt;br /&gt;
* Resources: §320, 10 Engineers (Classic and Impossible)&lt;br /&gt;
* Bonus: &#039;&#039;&#039;Future Combat&#039;&#039;&#039; - All projects in The [[Foundry (EU2012)|Foundry]] and the [[Officer Training School (EU2012)|Officer Training School]] cost 50% less.&lt;br /&gt;
* Asia&#039;s bonus can be useful to start if you&#039;re not looking for a Satellite Rush strategy and prefer instead to build up your squad with [[OTS (EU2012)|OTS]] and [[Foundry (EU2012)|Foundry]] upgrades. &lt;br /&gt;
* Otherwise, if you&#039;re not focusing on those at start, the savings are quite limited on the beginning. But when you start to focus on your Foundry and OTS upgrades, you&#039;re going to wish you did have it. Especially the Foundry upgrades, since those compete for materials ([[Alien Alloys (EU2012)|Alien Alloys]], [[Elerium (EU2012)|Elerium]], [[Weapon Fragments (EU2012)|Weapon Fragments]]) alongside Research and Engineering. Completely covering the continent gives you +10 monthly additional engineers, which will also cut down the credit and resources cost of building new items. &lt;br /&gt;
* The Enemy Within DLC has made this slightly more attractive in the early game. The Foundry grants adjacency bonus to workshops and the very valuable [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project makes an early Foundry more attractive than it was in the original game, and this bonus will allow you to capitalize on it more easily while money is still tight.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Africa Can Be Key&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible (or at least 8 countries covered), the African bonus in credits is probably your most important reward, if you&#039;re starting to play the game or don&#039;t have a preset strategy. Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since satellite launches are generally dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
Otherwise, if you&#039;re pursuing more advanced strategies, such as Alien Base Rush or Satellite Crawl, the other continents all have their uses.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Network ===&lt;br /&gt;
[[File:Satellite (EU2012).png|300px|right]]&lt;br /&gt;
* Plan ahead and cover the entire world with at least 8 [[Satellite (EU2012)|satellites]], regardless of your initial strategy. This is the only undisputed rule in playing this game, otherwise it may be impossible to keep enough countries in the [[The Council (EU2012)|Council]] to prevent losing the game. &lt;br /&gt;
* It is more &amp;quot;economical&amp;quot; to panic management to launch satellites at the end of the month, to lower [[Panic (EU2012)|panic]] levels when they&#039;re highest, and to avoid an abduction mission invalidating the reduction. Launching satellites at the end of the month also gives you more flexibility to deal with unexpected alien activity at the end of the month. &lt;br /&gt;
* Try to completely cover continents. Any countries covered at the start of the month (i.e., they&#039;re already covered when the Monthly Report comes in) will be off the list of Abduction Missions but will still get raised panic if another country on that continent gets an unanswered Abduction.&lt;br /&gt;
* Order satellites individually, not in bulk. That way you&#039;ll be able to cancel satellite orders if you are in a dire/unexpected need of credits and still be able to launch the other satellites at the end of the month. Of all game items (Facilities, Craft, etc.) that require days for manufacture Satellites are the most flexible to cancel, if needed.&lt;br /&gt;
* On the middle/late game always a backup [[Satellite (EU2012)|satellite]] ready for launch. You may have to face a [[Battleship (EU2012)|Battleship]] on a destroy satellite mission and be unable to shoot it down, which can lead into losing the satellite and quite possibly the country. Keeping a reserve satellite allows to launch it to replace the destroyed one and don&#039;t lose the country. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Budget &amp;amp; Funding===&lt;br /&gt;
[[Image:Finances 2 (EU2012).png|300px|right]]&lt;br /&gt;
Credits and recovered alien artifacts are crucial to winning the game. The Situation Room allows to check your current budget (through the Finances tab) and to quickly raise cash by selling artifacts at the [[Grey Market (EU2012)|Grey Market]]. There are other ways of getting more resources such as completing [[Missions (EU2012)#Mission Rewards|missions]].  &lt;br /&gt;
* For more details about the recovered alien items and their sell values, see the [[Alien Artifacts (EU2012)|Alien Artifacts]] page.&lt;br /&gt;
* For more info about what costs you credits and how to raise more credits, see the appropriate pages, [[Finances (EU2012)|Finances]] and [[Economy (EU2012)|Economy]].&lt;br /&gt;
* For details about mission rewards also see [[The Council (EU2012)#Council Mission Rewards|Council Mission Rewards]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
====Grey Market Bonanza====&lt;br /&gt;
[[File:Grey Market (EU2012).png|right|300px|The Grey Market screen]]&lt;br /&gt;
The [[Grey Market (EU2012)|Grey Market]] is your best friend to quickly raise credits by selling alien artifacts. &lt;br /&gt;
* For veteran players of the original [[X-COM|X-Com]] that are new to this game, take heed that corpses and miscellaneous items are no longer useless junk. They are valuable resources used not only for Research projects, but as resources for completing Council member requests, Foundry upgrades and as components for manufacturing certain advanced equipment such as [[Chitin Plating (EU2012)|Chitin Plating]]. &lt;br /&gt;
* Generally, keeping about 10 corpses of the common species (Sectoids, Thin Men...Mutons, later) in storage should be sufficient if you need some quick money.  Keep more if you know you&#039;ll need them for a [[Foundry (EU2012)|Foundry]] project.&lt;br /&gt;
* On the other hand, items that have no research value such as damaged UFO components and Alien Entertainment are clearly marked as such. These items can be sold freely.&lt;br /&gt;
* Once you are familiar with the game and know how much of each is required for tech that is within reasonable grasp, only then should you consider selling valuable equipment and corpses to fund whatever your strategy requires.&lt;br /&gt;
* Usually items like [[UFO Flight Computer (EU2012)|UFO Flight Computers]] and [[UFO Power Source (EU2012)|Power Sources]] will only be required later when you start building Firestorms so those can be sold without consequences. However, you will need them later on, so plan on when you want to start upgrading your aerial fleet and start hoarding resources in advance for it.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
[[Image:engineeringEU2012.jpg|right|300px]]&lt;br /&gt;
The Engineering section allows to access all aspects related to building items and base facilities, as well as S.H.I.V. construction and MEC Trooper augmentation (on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]). &lt;br /&gt;
&lt;br /&gt;
For more details see the appropriate pages:&lt;br /&gt;
*[[Engineering (EU2012)|Engineering]]&lt;br /&gt;
*[[Base Facilities (EU2012)|Base Facilities]]&lt;br /&gt;
**[[Building Optimization (EU2012)|Building Optimization]]&lt;br /&gt;
*[[Foundry (EU2012)|Foundry]] &amp;amp; [[S.H.I.V. (EU2012)|S.H.I.V.]]&lt;br /&gt;
*[[Cybernetics Lab (EU2012)|Cybernetics Lab]] &amp;amp; [[MEC Trooper (EU2012)|MEC Trooper]]&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Tips===&lt;br /&gt;
[[File:Engineering (EU2012).png|300px|right]]&lt;br /&gt;
* Most advanced items can only be built if you have enough engineers to fulfill their requirements. It&#039;s pointless to rush [[Research (EU2012)|Research]] if you can&#039;t built the new toys and facilities afterwards. &lt;br /&gt;
* The more engineers the less it will cost to produce any items, such as equipment, weapons, armor or craft. The savings are applied both in credits and in [[Alien Alloys (EU2012)|Alien Alloys]] and [[Elerium (EU2012)|Elerium]]. The maximum gains occur with 3 times the number of engineers required, although the reduced cost will never go down below 50% of the original cost. &lt;br /&gt;
* [[Workshop (EU2012)|Workshops]] adjacent to one another give you a rebate in resources (§, Alloys and Elerium) used in projects such as Firestorms, Foundry projects and facilities, after they are completed. The rebate is of 7% (10% on Enemy Within DLC) for each adjacency, so 4 workshops in a 2x2 configuration will give you a 28% (40% on the Enemy Within DLC) in building costs.  &lt;br /&gt;
* However, there&#039;s a monthly maintenance cost of §26 for each workshop, so the improved efficiency comes at a price.&lt;br /&gt;
* The North America continental bonus will reduce the costs of buying/building aircraft and their weapons by 50% and the Asian bonus does the same for Foundry projects and while buying [[S.H.I.V. (EU2012)|S.H.I.V.s]] so you may want to consider getting those.&lt;br /&gt;
&lt;br /&gt;
===That&#039;s Resources Baby!===&lt;br /&gt;
[[File:Base Building (EU2012).png|300px|right]]&lt;br /&gt;
[[File:Engineering 2 (EU2012).png|300px|right]]&lt;br /&gt;
Winning the strategic game is about getting enough resources to purchase, build and research stuff. &lt;br /&gt;
* &#039;&#039;&#039;There ain&#039;t no such thing as a free lunch&#039;&#039;&#039;[http://en.wikipedia.org/wiki/TANSTAAFL] - credits (§) are required to hire soldiers/Interceptors or to build everything. And one of your main sources of § in the early game is the [[Grey Market (EU2012)|Grey Market]], where you&#039;ll have to sell other resources (alien tech) to get the money you need, which may lead to shortages later.&lt;br /&gt;
* Manufactured items can only be sold through Council [[The Council (EU2012)#Items Requested|requests]] and those only come once or twice during the month, so it can be tough to get rid of obsolete items. More frequently the Council will request your more advanced weapons, which will put in the dilemma of fulfilling the request (and not having them for the next mission) or ignore it and don&#039;t get the § or scientists/engineers supplied by the country issuing the request. &lt;br /&gt;
* Alien tech cannot be manufactured unlike the original [[X-COM|X-COM]], only captured. Items like Alien Alloys and UFO technology all have to be recovered from the battlefield.&lt;br /&gt;
* [[Weapon Fragments (EU2012)|Weapon Fragments]] and Elerium are usually the most scarce resources. &lt;br /&gt;
** The first on the middle to early game, since fragments are used also for research.&lt;br /&gt;
** Elerium shortages are quite common on the middle to late game, when you want to build the new items researched.&lt;br /&gt;
** [[UFO Flight Computer (EU2012)|UFO Flight Computers]] and [[UFO Power Source (EU2012)|UFO Power Sources]] are required for their research and for building Base Facilities like [[Elerium Generator (EU2012)|Elerium Generator]] and [[Satellite Nexus (EU2012)|Satellite Nexus]], as well as building Firestorms and the Foundry&#039;s [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]]. Selling too much of them at the Grey Market (where they have the highest prices) can also lead to shortage problems if you want to build projects that require them. &lt;br /&gt;
* Alloys, Elerium and UFO Power Sources/Flight Computers are mainly recovered from UFOs, so if you&#039;re having problems [[Air Combat (EU2012)|shooting]] them down that can also lead to shortages.&lt;br /&gt;
** Equipping your craft with the [[EMP Cannon (EU2012)|EMP Cannon]] to shoot down UFOs will increase the probability of getting these items intact (instead of damaged and nearly useless) from 50% to 100%. &lt;br /&gt;
**You may get few amounts of both Elerium and Alloys from the dead bodies of some aliens like Heavy Floaters, Cyberdiscs, Sectopods and Drones though.&lt;br /&gt;
* [[Meld (EU2012)|Meld]], which is a new resource introduced by the Enemy Within DLC, is the scarcest resource since you&#039;ll only be able to regularly capture it on Abductions and UFO missions, along with the dead bodies of some aliens. &lt;br /&gt;
** Meld is only used on the [[Cybernetics Lab (EU2012)|Cybernetics]] or [[Genetics Lab (EU2012)|Genetics]] labs so its shortages won&#039;t be felt as bad as some of the other resources. &lt;br /&gt;
** You&#039;ll usually only get enough Meld during a game either field 2 [[MEC Trooper (EU2012)|MEC Troopers]] with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]] or to give 3 or more [[Gene Mods (EU2012)|Gene Mods]] to all soldiers in your squad.&lt;br /&gt;
* Assaulting the Alien Base will give you a ton of all resources from the mission salvage, which can be a real relief.&lt;br /&gt;
* [[Fusion Core (EU2012)|Fusion Cores]] can only be recovered from alien [[Battleship (EU2012)|Battleships]] and they allow for [[Fusion Lance (EU2012)|Fusion Lance]] and [[Blaster Launcher (EU2012)|Blaster Launcher]] research. If you&#039;re looking to get those on the middle/late game, just ignore an UFO and wait for the Battleship to appear. You&#039;ll need to shoot it down (otherwise it might destroy a satellite) and assault it afterwards though.&lt;br /&gt;
* Alien bodies are more easy to come by but you&#039;ll require a few of them at specific times, such as [[Muton Corpse (EU2012)|Muton Corpse]] for getting the critical Foundry [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project and others. Sell them but always keep an eye on retaining enough corpses for these essential projects.&lt;br /&gt;
&lt;br /&gt;
===Foundry&#039;s Bag of Tricks===&lt;br /&gt;
At some point during the game you&#039;ll need to build the [[Foundry (EU2012)|Foundry]] in order to benefit for its projects. However, some are better than others, some are very specific and some will imply large amounts of resources to be constructed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Useful&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ammo Conservation&#039;&#039;&#039; - Get it ASAP. Having the double of ammunition for your soldiers can really make a difference, specially during the middle/late game, where the larger aliens will require several shots to be killed.&lt;br /&gt;
* &#039;&#039;&#039;Improved Medikit&#039;&#039;&#039; - Boosts the Medikit&#039;s base healing power by 50% and also improves a MEC with Restorative Mist. Your troops will appreciate it. &lt;br /&gt;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039; (EW DLC) - Carrying two items allows for a lot more flexibility by bringing extra grenades, Medikits, S.C.O.P.E.s, armor, etc.&lt;br /&gt;
* &#039;&#039;&#039;S.C.O.P.E. Upgrade&#039;&#039;&#039; - Even if you are only using S.C.O.P.E.s on your Snipers, get it for them.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Useful&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stealth Satellites&#039;&#039;&#039; - Retaliation UFOs will only be generate if you completely ignore landed or flying UFOs, so it can be easy to prevent the retaliation by simply launching an interceptor or the Skyranger and aborting the mission as soon as it starts. However, on Classic/Impossible difficulties, you&#039;ll face Battleships sooner in those retaliation missions so this project may be handy, specially if you are playing with the Second Wave&#039;s Diminishing Returns option. &lt;br /&gt;
* &#039;&#039;&#039;Improved Arc Thrower&#039;&#039;&#039; - Get it if you are planning for capturing aliens to get their weapons or Research Credits from interrogating them, otherwise don&#039;t bother with it.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039; - Useful for S.H.I.V.s (if you are using them) but not worthwhile for aircraft. Since the game is set for a maximum of 2 regular UFO missions per month (and they usually happen in different continents) the increased repair time becomes irrelevant and a waste of resources.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Flight&#039;&#039;&#039; - Interesting for Archangel Armor and Hover S.H.I.V.s but it is very expensive to complete. Plus, if you only use Archangel on Squadsight Snipers then they really don&#039;t need the extra flight time if you place them correctly on the battlefield.&lt;br /&gt;
* &#039;&#039;&#039;Improved Pistol I &amp;amp; III&#039;&#039;&#039; - Interesting if you use a lot of pistols, don&#039;t spend resources if you don&#039;t. &lt;br /&gt;
* &#039;&#039;&#039;Alien Grenades&#039;&#039;&#039; - Useful if you are playing the Enemy Within DLC, otherwise don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t Bother&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Advanced Construction&#039;&#039;&#039; - If this become available at the beginning of the game it would be very useful but by the late game (when Sectopods usually appear) its only use (besides spending resources) is to rush the Gollop Chamber, but there&#039;s usually no need to do so.&lt;br /&gt;
* &#039;&#039;&#039;Improved Pistol II&#039;&#039;&#039; - Currently bugged.&lt;br /&gt;
* &#039;&#039;&#039;Drone Capture&#039;&#039;&#039; - Will depend a lot on the tactical situation to be useful and it is expensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V. and MEC Projects&#039;&#039;&#039;&lt;br /&gt;
* All projects related to these 2 units are very useful (and expensive) - if you&#039;re using them, plan on getting some or all. If you&#039;re not using S.H.I.V. or MECs don&#039;t bother with any of them.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[Image:Lab.jpg|right|300px]]&lt;br /&gt;
Research is the key to victory since it allows you to keep up with the escalating tech levels of the aliens. The Research section also allows to apply Gene Mods for your soldiers, on the Enemy Within DLC. &lt;br /&gt;
*For a description of all research projects and their requirements, as well as tech trees, see [[Research (EU2012)|Research]].&lt;br /&gt;
*For details and tips about soldier genetic modifications, see [[Genetics Lab (EU2012)|Genetics Lab]] &amp;amp; [[Gene Mods (EU2012)|Gene Mods]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
===Research Tips===&lt;br /&gt;
[[File:Laboratory (EU2012).png|300px|right]]&lt;br /&gt;
[[File:Research Credits 2 (EU2012).png|300px|right]]&lt;br /&gt;
&#039;&#039;&#039;Research Paths&#039;&#039;&#039;&lt;br /&gt;
* Initial research branches out in 3 main areas: Aliens ([[Xeno-Biology (EU2012)|Xeno-Biology]], Weapons ([[Weapon Fragments (EU2012)|Weapon Fragments]]) or Armor ([[Alien Materials (EU2012)|Alien Materials]]). The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] also introduces the [[Meld (EU2012)|Meld]] path, which allows for cybernetic/genetics improvements for your soldiers.&lt;br /&gt;
** The Aliens path leads into the [[Arc Thrower (EU2012)|Arc Thrower]] and [[Alien Containment (EU2012)|Alien Containment]], which are both required to start advancing down the [[Storyline (EU2012)|Storyline]].&lt;br /&gt;
* During the middle game, two additional paths will be unlocked: UFO technology, which leads into the [[Firestorm (EU2012)|Firestorm]] advanced craft; and Psionics which lead into the final parts of the storyline by unlocking the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] and later the [[Psi Lab (EU2012)|Psi Lab]] and [[Gollop Chamber (EU2012)|Gollop Chamber]].&lt;br /&gt;
&#039;&#039;&#039;Speeding Research&#039;&#039;&#039;&lt;br /&gt;
* Consider refraining from building [[Laboratory (EU2012)|laboratories]], unless you&#039;re playing the EW DLC. They aren&#039;t really necessary even on higher difficulty settings since they don&#039;t provide additional scientists (you&#039;ll need to get them from rewards or by covering countries/continents with [[Satellite (EU2012)|satellites]]. &lt;br /&gt;
*You can still complete research quickly by first researching Xeno-Biology and the Arc Thrower, building the Alien Containment and following up by completing all autopsies and interrogations.&lt;br /&gt;
**Completing both projects and capturing and interrogating live aliens give [[Research (EU2012)#Research Credits|Research Credits]] which can cut the research time of some projects by 50%. As a bonus you&#039;ll also capture intact the alien&#039;s weapons, which can be used later by your soldiers after they&#039;re researched. &lt;br /&gt;
**The South America continental bonus really shines when combined with captures/interrogations, since the research time for interrogations is immediate, allowing you for major research breakthroughs.&lt;br /&gt;
**Later, the [[Muton Elite (EU2012)|Muton Elite]] and [[Ethereal (EU2012)|Ethereal]] interrogations give a 25% reduction in all weapons and all tech research and both stack together, so consider capturing both species during the Overseer mission. &lt;br /&gt;
* It is possible to skip Laser research completely by capturing intact a [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] and researching it. Specially if you get the Research Credit of capturing and [[Interrogate Muton (EU2012)|interrogating]] a live Muton, which cuts research on all plasma weapons by 50%. &lt;br /&gt;
** It is also possible to skip Light Plasma Rifle research and got for the better [[Plasma Rifle (EU2012)|Plasma Rifle]] if you capture one of those intact. &lt;br /&gt;
* Besides the duration of some research, the biggest obstacle to research is the required [[Alien Artifacts (EU2012)|alien artifacts]] that are gathered slowly, specially [[Weapon Fragments (EU2012)|Weapon Fragments]]. Building laboratories only serves to drain these precious resources.&lt;br /&gt;
* However, if getting gear for your troops is an urgency for your play style, 1 lab early on may be appreciable, especially if your [[Missions (EU2012)#Mission Rewards|mission rewards]] or satellite coverage don&#039;t gain you any scientists whatsoever.&lt;br /&gt;
* If playing the EW DLC, labs will be more useful due to the longer research times in Classic and Impossible [[Difficulty (EU2012)|difficulties]]. They also help against [[EXALT (EU2012)|EXALT]]&#039;s research hacks, which will slower your research.&lt;br /&gt;
&lt;br /&gt;
==Hangar==&lt;br /&gt;
[[Image:Interception (EU2012).png|right|300px]]&lt;br /&gt;
The Hangar concerns equipping and deploying [[Interceptor (EU2012)|Interceptors]]/[[Firestorm (EU2012)|Firestorms]] to engage and shoot down any [[UFOs (EU2012)|UFOs]] that appear on Earth&#039;s skies. For more details see the appropriate pages:&lt;br /&gt;
* [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
* [[Air Combat (EU2012)|Air Combat]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Barracks==&lt;br /&gt;
[[File:Soldier List (EU2012).png|300px|right]]&lt;br /&gt;
The [[Barracks (EU2012)|Barracks]] is where you&#039;ll manage all essential aspects related to your [[soldiers (EU2012)|soldiers]], namely hiring, equipping and promoting them, as well as purchasing squad upgrades through the Officer Training School, psionically training soldiers, and in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] assigning them medals. &lt;br /&gt;
For more details see:&lt;br /&gt;
* [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
* [[Classes (EU2012)|Classes]] &amp;amp; [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
* [[Weapons (EU2012)|Weapons]], [[Armor (EU2012)|Armor]] and [[Equipment (EU2012)|Equipment]]&lt;br /&gt;
* [[OTS (EU2012)|Officer Training School]]&lt;br /&gt;
* [[Psi Lab (EU2012)|Psi Lab]]&lt;br /&gt;
* [[Medals (EU2012)|Medals]]&lt;br /&gt;
===General Tips===&lt;br /&gt;
* Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
*This all changes after you purchase &#039;&#039;&#039;Iron Will&#039;&#039;&#039; and &#039;&#039;&#039;New Guy&#039;&#039;&#039; in the OTS. At this point, you should have enough credits to hire soldiers by the bundle, and sack the low Will ones. Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new Squaddies. You may also consider Psi screening them before choosing which new recruits to keep and promote.&#039;&lt;br /&gt;
* Enlarging the pool of soldiers helps with dealing with possible &amp;quot;Code Black&amp;quot; scenarios, where all soldiers are lost during a mission. Such squad wipes are common to happen and it is possible to recover from them. &lt;br /&gt;
* Getting the OTS is a major requirement since many upgrades will bring faster promotions and better stat gains, as well as enlarging the number of soldiers possible during a mission, increasing the possible slots for soldiers in training.  &lt;br /&gt;
* Getting a Sergeant is required to unlock &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; (which you should get right away, as well as &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; to increase your squad) and, on Classic/Impossible [[Difficulty (EU2012)|difficulty]] levels to allow construction of the OTS. A Sergeant also unlocks &#039;&#039;&#039;Wet Work&#039;&#039;&#039; which gives a 25% boost to experience points gained through killing, making it very useful for training. &lt;br /&gt;
**It can be gained either through focusing on promoting a single soldier to that rank, usually a [[Sniper (EU2012)|Sniper]] with Squadsight since they&#039;re less likely to suffer injuries and they usually amass a lot of kills. &lt;br /&gt;
**Alternatively, a Sergeant may also be gained as a reward from a successful Abduction/Council mission.  &lt;br /&gt;
* Usually the distribution of classes will not be balanced, although the [[Soldiers (EU2012)#Class Assignment|class assignment]] has been improved on the Enemy Within DLC. But you can also use rewards to make up with any shortfalls or to get immediately replacements for high rank officers lost during missions.&lt;br /&gt;
* On the Enemy Within DLC, use medals to make up for any low Will stats of your soldiers.  &lt;br /&gt;
===Promotion Suggestions===&lt;br /&gt;
[[File:AssaultA (EU2012).png|300px|right]]&lt;br /&gt;
If you have no idea of what Abilities to choose during the first promotions, these are solid choices for the entire game:&lt;br /&gt;
* [[Assault (EU2012)|Assault]] - &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;. Forces a miss on the first reaction shot fired at the unit. Can be used to trigger (and miss) alien [[Overwatch (EU2012)|Overwatch]] shots. This ability is essentially a life-saver for your soldiers when advancing against aliens on Overwatch, specially Sectopods. &lt;br /&gt;
* [[Heavy (EU2012)|Heavy]] - &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. After you first encounter a Cyberdisc without this ability, you&#039;ll know why. It also applies to the Rocket/Blaster Launcher, and grenades, and the [[Volunteer (EU2012)|Volunteer]]&#039;s &#039;&#039;&#039;Rift&#039;&#039;&#039; ability, besides the Heavy&#039;s primary weapon and you are almost sure to face Cyberdiscs/Sectopods on most UFO or Abduction/Terror missions.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]] - &#039;&#039;&#039;Squad Sight&#039;&#039;&#039;. Snap Shot also has its uses but it requires Squad Sight to perform the classic &#039;Scout and Snipe&#039; tactic of the original game, where your Sniper can just pick a spot where it covers the battlefield and drop any aliens seen by your squad. &lt;br /&gt;
* [[Support (EU2012)|Support]] - &#039;&#039;&#039;Field Medic&#039;&#039;&#039;. Never go to a battle without a [[Medikit (EU2012)|Medikit]]. And never risk your only Medic getting killed or worse, critically wounded (and watch him/her die from the wound unless you are able to finish the fight first).&lt;br /&gt;
* [[MEC Trooper (EU2012)|MEC Trooper]] - the first soldier augmented should be a Heavy due to its starting &#039;&#039;&#039;Body Shield&#039;&#039;&#039; ability or even an Assault with its &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; ability. This because a MEC will be a bullet sponge and the more time you can keep it alive the better. Later, Sniper turned MECs are also very powerful but you&#039;ll need to convert them at Colonel levels to let their Aim stat to grow as much as possible before conversion.  &lt;br /&gt;
===Soldier Progression===&lt;br /&gt;
&#039;&#039;&#039;Early Game&#039;&#039;&#039;&lt;br /&gt;
* The initial missions can be used to reveal the [[Classes (EU2012)|class]] of the starting soldiers or to increase the experience points (XPs) of the survivors of the first mission to maximize their progression in the ranks, or both. &lt;br /&gt;
**The first need is required if you want to start enlarging the pool of trained soldiers. But it disappears after the &#039;&#039;&#039;New Guy&#039;&#039;&#039; [[OTS (EU2012)|OTS]] perk is purchased, since the class of all existing or newly hired rookies is immediately revealed.&lt;br /&gt;
**Choosing instead to favor promotions allows quickly to get critical [[Abilities (EU2012)|abilities]] like Squad Sight for Snipers and to unlock OTS upgrades. &lt;br /&gt;
**On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the promotion XP [[Soldiers (EU2012)#XP Requirements|requirements]] have been increased, which favors the promotions first approach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Middle/Late Game&#039;&#039;&#039;&lt;br /&gt;
* Later, the emphasis usually switches to building a pool of soldiers usually around 10-12 soldiers, with around 6 preferred [[Class Builds (EU2012)|class builds]], plus replacements for injuries and KIAs.&lt;br /&gt;
* Another important issue is to replace soldiers with low Will stats since the original soldiers will be more likely to suffer [[Critical Wounds (EU2012)|critical wounds]] and not benefit from the &#039;&#039;&#039;Iron Will&#039;&#039;&#039; OTS upgrade. &lt;br /&gt;
**If using the &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; Second Wave option, it may also be worthwhile to use it to hire large batches of Squaddies and only train the ones with the best stats. &lt;br /&gt;
* A basic setup is to have 2-3 soldiers of each class, depending on personal preferences - your favorite build(s) for that class and his/her replacement, its also possible to have an alternative build for more specialized missions.&lt;br /&gt;
* Always bringing at least 1 soldier for training during missions is very helpful, in order to develop further the pool of soldiers. &lt;br /&gt;
**Some missions are better for bringing several low ranked soldiers, like Council [[The Council (EU2012)#Council Missions|missions]] after you&#039;ve deployed [[Titan Armor (EU2012)|Titan Armor]], or even Abductions and/or Small Scout UFO missions. &lt;br /&gt;
**Other missions, like Terror Sites, the Alien Base or large [[UFOs (EU2012)|UFOs]] can be more challenging for soldiers in training but also more rewarding since the trainee will have the possibility to earn more experience points through killing larger aliens.&lt;br /&gt;
*After the [[Psi Lab (EU2012)|Psi Lab]] is built the emphasis changes to checking the pool for [[Psionic (EU2012)|Psionic]] soldiers and training them.&lt;br /&gt;
&lt;br /&gt;
==Mission Control==&lt;br /&gt;
[[File:Mission Control 2 (EU2012).png|right|300px]]&lt;br /&gt;
[[Mission Control (EU2012)|Mission Control]] is where you order the game&#039;s time to advance and watch as events unfold and [[Missions (EU2012)|missions]] are generated. As days and months go by you&#039;ll be presented with a choice of combat that will affect the overall situation, regardless of being chosen or ignored, or being a victory or a failure. Missions are also the major source of resources such as Weapon Fragments/Elerium/Alloys/Meld to be researched, sold or used at Engineering. &lt;br /&gt;
 &lt;br /&gt;
Regardless of all your preparations, winning missions is the key of achieving victory over the alien forces. The whole tactical aspect will be deal in the separate page [[Tactics (EU2012)|Tactics]] due to its complexity. This section will deal exclusively with the strategic impact of missions throughout the game.&lt;br /&gt;
&lt;br /&gt;
For more specific details about this topic see:&lt;br /&gt;
* [[Missions (EU2012)|Missions]] &amp;amp; [[The Council (EU2012)#Council Missions|Council Missions]]&lt;br /&gt;
* [[Storyline (EU2012)|Storyline]] &amp;amp; [[Storyline Missions (EU2012)|Storyline Missions]] &lt;br /&gt;
* [[UFOs (EU2012)|UFOs]] &amp;amp; [[Alien Deployment (EU2012)|Alien Deployment]]&lt;br /&gt;
* [[EXALT (EU2012)|EXALT]] &amp;amp; [[Covert Operations (EU2012)|Covert Operations]]&lt;br /&gt;
&lt;br /&gt;
===Timeline Progression===&lt;br /&gt;
The game is designed to introduce new enemy units (both [[Alien Life Forms (EU2012)|Aliens]] and [[EXALT (EU2012)|EXALT]]) and [[UFOs (EU2012)|UFOs]] at specific months, regardless of the [[Difficulty (EU2012)|difficulty]] level. The [[Missions (EU2012)#Mission Frequency|frequency]] of missions (Abductions, Terror Sites, UFOs and Council) is also scripted according to the current game month and the [[Storyline (EU2012)|Storyline]] progression. &lt;br /&gt;
&lt;br /&gt;
[[Second Wave (EU2012)|Second Wave]]&#039;s &#039;&#039;&#039;Marathon&#039;&#039;&#039; option delays the introduction of new alien species and UFOs but retains the frequency of the missions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Timeline (EW DLC)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Month &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Missions&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Alien/EXALT Units&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | UFOs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Alien/EXALT Units (Marathon)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | UFOs (Marathon)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  March ||  1st Mission/Tutorial&amp;lt;br&amp;gt;2 [[Alien Abductions (EU2012)|Abduction]] Raids&amp;lt;br&amp;gt;2 UFOs &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;1st [[The Council (EU2012)#Council Missions|Council]]/[[Friends in Low Places (EU2012)|Friends in Low Places]]&amp;lt;br&amp;gt;2nd Council (EW DLC)||  [[Sectoid (EU2012)|Sectoid]]&amp;lt;br&amp;gt;[[Thin Man (EU2012)|Thin Man]] (1st Council)&amp;lt;br&amp;gt;[[Outsider (EU2012)|Outsider]] (1st UFO) ||  [[Small Scout (EU2012)|Small Scout]] (Flying) || Sectoid&amp;lt;br&amp;gt;Thin Man (1st Council)&amp;lt;br&amp;gt;Outsider (1st UFO) ||  Small Scout (Flying)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  April || 2 Abduction Raids&amp;lt;br&amp;gt;2 UFOs &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;1 [[Alien Terror (EU2012)|Terror Site]]&amp;lt;br&amp;gt;[[Portent (EU2012)|Portent]] (EW DLC)&amp;lt;br&amp;gt;Friends in Low Places (EW DLC)&amp;lt;br&amp;gt;[[Confounding Light (EU2012)|Confounding Light]]&amp;lt;br&amp;gt;[[Gangplank (EU2012)|Gangplank]] || [[Floater (EU2012)|Floater]]&amp;lt;br&amp;gt;[[Seeker (EU2012)|Seeker]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;[[Chryssalid (EU2012)|Chryssalid]] (Terror Site) || Small Scout (Landed)&amp;lt;br&amp;gt;[[Large Scout (EU2012)|Large Scout]] (Flying) || Floater&amp;lt;br&amp;gt;Seeker &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;Chryssalid (Terror Site) || Small Scout (Landed)&amp;lt;br&amp;gt;Large Scout (Flying)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  May ||  2 Abduction Raids&amp;lt;br&amp;gt;2 UFOs &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;Site Recon (EW DLC)&amp;lt;br&amp;gt;Confounding Light (EW DLC)&amp;lt;br&amp;gt;Gangplank (EW DLC)&amp;lt;br&amp;gt;1st Covert Ops (EW DLC)||  [[Muton (EU2012)|Muton]] (with LPRs)&amp;lt;br&amp;gt;[[EXALT Units (EU2012)|EXALT Conventional]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;|| Large Scout (Landed)&amp;lt;br&amp;gt;[[Abductor (EU2012)|Abductor]] (Flying) ||  ||   &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  June  ||  2 Abduction Raids&amp;lt;br&amp;gt;1 UFO&amp;lt;br&amp;gt;1 Terror Site|| Muton (with Plasma Rifles)&amp;lt;br&amp;gt;[[Cyberdisc (EU2012)|Cyberdisc]]/[[Drone (EU2012)|Drone]]&amp;lt;br&amp;gt;[[Mechtoid (EU2012)|Mechtoid]]/Sectoid &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;||  || Muton (with LPRs)&amp;lt;br&amp;gt;EXALT &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;|| Large Scout (Landed)&amp;lt;br&amp;gt;Abductor (Flying)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  July || Check &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;  ||  [[Berserker (EU2012)|Berserker]]&amp;lt;br&amp;gt;Mechtoid/[[Sectoid Commander (EU2012)|Sectoid Commander]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;[[EXALT Units (EU2012)|EXALT Elite]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt; || Abductor (Landed)||  ||  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  August || ||  [[Heavy Floater (EU2012)|Heavy Floater]] ||  [[Supply Barge (EU2012)|Supply Barge]] (Flying) || Muton (with Plasma Rifles)&amp;lt;br&amp;gt;Cyberdisc/Drone&amp;lt;br&amp;gt;Mechtoid/Sectoid &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;||  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  September ||  ||  [[Sectopod (EU2012)|Sectopod]]&amp;lt;br&amp;gt;[[Muton Elite (EU2012)|Muton Elite]] || Supply Barge (Landed) ||  ||   &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  October ||  ||  ||  [[Battleship (EU2012)|Battleship]] (Flying) &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|| Berserker&amp;lt;br&amp;gt;Mechtoid/Sectoid Commander &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;EXALT Elite &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt; ||  Abductor (Landed)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  December ||  ||  ||   || Heavy Floater || Supply Barge (Flying) &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  February ||  ||  ||   || Sectopod&amp;lt;br&amp;gt;Muton Elite|| Supply Barge (Landed) &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  April ||  ||  ||  ||  || Battleship (Flying) &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; On Second Wave&#039;s &#039;&#039;&#039;Marathon&#039;&#039;&#039; the formula for the months is defined on XComStrategyGame.upk as the following: iMonth = (iMonth + 1) / 2, rounded down, with the iMonth value for March 2015 being 0. These values are still being checked with actual game results.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; 2nd UFO has a 50% of being generated.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; After June there will always be 2 Abductions (unless all countries are covered with satellites) and 1 UFO each month and 1 Terror Site every 2 months. When the Alien Base is assaulted, the number of Abduction Raids depend on the countries still without satellites and there will be 2 UFOs (2nd one has a 50% of being generated) and 1 Terror Site each month.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Before September, the [[Battleship (EU2012)|Battleship]] can appear if you&#039;ve fail to bring down or ignored a previous UFO on a Scouting mission. In September/April the Battleship is added to the pool of available UFOs for Flying missions.&lt;br /&gt;
|}&lt;br /&gt;
====Mission Frequency====&lt;br /&gt;
[[File:Launch Mission 2 (EU2012).png|300px|right]]&lt;br /&gt;
* [[Alien Abductions (EU2012)|Abductions]] - 2 rounds possible each month, if there are 5 or more countries without satellites.&lt;br /&gt;
** Each round of abductions require a minimum of 2 countries to happen, with a maximum of 3 on each round of abductions. Once a country is targeted for abductions it won&#039;t be targeted again on the same month.  &lt;br /&gt;
** After the Alien Base [[Storyline Missions (EU2012)#Alien Base Assault|assault]], Abductions can still happen if there&#039;s 2 or more Council countries without satellites. If there are still 6 countries without sats it is possible for the game to randomly choose a 2nd round of Abductions. &lt;br /&gt;
* [[Alien Terror (EU2012)|Terror]] Missions - every 2 months&lt;br /&gt;
** Assaulting the base changes it to a Terror Site each month. &lt;br /&gt;
* [[Crashed UFO (EU2012)|Flying]]/[[Landed UFO (EU2012)|Landed]] UFOs - 2 possible each month&lt;br /&gt;
** If the Alien Base isn&#039;t assaulted, the frequency of [[UFOs (EU2012)|UFO]] appearances is reduced to a single alien craft each month in June and afterwards. However, if the 2nd round of Abductions hasn&#039;t been added due a lack of available countries, the game will automatically add a 2nd UFO. &lt;br /&gt;
** After the alien base is assaulted, it is possible (50% chance) to get a 2nd UFO every month. &lt;br /&gt;
* Council [[The Council (EU2012)#Council Missions|missions]] - 1 monthly mission between the 15th and 27th (unless the [[Storyline Missions (EU2012)#Tutorial|Tutorial]] is activated).&lt;br /&gt;
**If Slingshot is activated, [[Friends in Low Places (EU2012)|Friends in Low Places]] is the first Council mission, followed by [[Confounding Light (EU2012)|Confounding Light]] and [[Gangplank (EU2012)|Gangplank]]. The 3 missions can be postponed indefinitely by ignoring them since they will keep reappearing until you&#039;ve taken them.  &lt;br /&gt;
**On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], between 0 or 1 monthly Council missions possible. &lt;br /&gt;
*** The Slingshot campaign or Progeny&#039;s [[Portent (EU2012)|Portent]] missions complement the regular Council missions, if they&#039;re activated. It is possible to have a Council mission and another from either campaign on the same month. &lt;br /&gt;
*** If both are activated, Portent takes place before Friends In Low Places.&lt;br /&gt;
*** It isn&#039;t possible to ignore any of Slingshot or Progeny missions on the Enemy Within DLC. Once ignored the mission will never return and the campaign will be aborted.&lt;br /&gt;
** [[Site Recon (EU2012)|Site Recon]] will be the 1st Council mission generated after the 1st Terror Site. Afterwards it joins the pool of possible missions. &lt;br /&gt;
* [[Base Defense (EU2012)|Base Defense]] - 2 to 3 weeks after XCOM assaults the Alien Base (EW DLC)&lt;br /&gt;
* Progeny campaign [[Deluge (EU2012)|Deluge]] and [[Furies (EU2012)|Furies]] missions - after Base Defense. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Storyline Progression===&lt;br /&gt;
====Alien Base Assault====&lt;br /&gt;
[[File:Alien Base Discovered (EU2012).png|300px|right]]&lt;br /&gt;
The [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base Assault]] is the most decisive [[Storyline (EU2012)|Storyline]] moment affecting the overall strategy, due to its effect on the game:&lt;br /&gt;
* If successful, it will give a worldwide panic reduction, a big chunk of loot for sale at the [[Grey Market (EU2012)|Grey Market]] and a boost of your squad&#039;s experience, all of which can help the overall situation in the early game.&lt;br /&gt;
* However, after the Alien Base all [[UFOs (EU2012)#UFO Missions|UFO missions]] will now have [[Sectoid Commander (EU2012)|Sectoid Commanders]] instead of [[Outsider (EU2012)|Outsiders]] as their commanders, making it harder to assault UFOs and recover alien artifacts. &lt;br /&gt;
* The longer you wait, the better equipped XCOM will be for the mission but the base alien garrison will also deploy the latest alien species. &lt;br /&gt;
* Researching the artifacts found there will unlock [[Ghost Armor (EU2012)|Ghost Armor]] and [[Psionic (EU2012)|psionics]].&lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]], the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission will take place 2-3 weeks after the Alien Base assault, where you&#039;ll face a massive horde of the most advanced aliens in defending HQ or lose the game. &lt;br /&gt;
* After the assault, Terror missions will happen each month, instead of only in the even months.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Overseer UFO====&lt;br /&gt;
[[File:Overseer Deep Woods 2 (EU2012).png|right|300px]]&lt;br /&gt;
* Building the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] triggers the appearance of the [[Overseer (EU2012)|Overseer]] UFO, over any continent that has satellites deployed. Check [[Air Combat (EU2012)|Air Combat]] for the requirements to shoot down the Overseer. &lt;br /&gt;
* The [[Ethereal (EU2012)|Ethereal]] will first appear while assaulting the [[Storyline Missions (EU2012)#Crashed Overseer UFO|crashed]] Overseer UFO, but on the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] it can appear before, during the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission, depending how long it took you to assault the Alien Base.&lt;br /&gt;
* The Overseer assault will also see the first appearance of [[Sectopod (EU2012)|Sectopods]], if they haven&#039;t appeared on regular missions before.&lt;br /&gt;
* After the Overseer mission all [[UFOs (EU2012)#UFO Missions|UFO missions]] will now have Ethereals (with [[Muton Elite (EU2012)|Muton Elites]] as escorts) instead of Sectoid Commanders as their commanders, making it harder to assault UFOs and recover alien artifacts.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Temple Ship Assault====&lt;br /&gt;
[[File:TempleShip2 (EU2012).png|300px|right|Temple Ship]]&lt;br /&gt;
* Once you&#039;ve retrieved and researched the [[Psi Link (EU2012)|Ethereal Device]] from the Assault the Overseer mission, built the [[Gollop Chamber (EU2012)|Gollop Chamber]] and equipped a [[Psionic (EU2012)|Psionic]] soldier with [[Psi Armor (EU2012)|Psi Armor]] you&#039;ll be given the chance of taking the [[Storyline Missions (EU2012)#Temple Ship Assault|last mission]]. &lt;br /&gt;
**Remember that you&#039;ll need to finish the Gollop chamber first then re-equip the Psionic soldier with the Psi armor, otherwise you&#039;ll get the message that there&#039;s no soldier capable of using the Ethereal Device.&lt;br /&gt;
* The soldier that used the Device will be turned into the [[Volunteer (EU2012)|Volunteer]] and will possess a special Psionic ability called &#039;&#039;&#039;Rift&#039;&#039;&#039;. Any Psionic soldier can be the Volunteer, regardless of its current psi rank - he/she will be promoted to the top psi rank after using the Device and you&#039;ll be able to choose between psionic abilities like in a normal promotion. &lt;br /&gt;
* After you&#039;ve used the Device all of your research projects will be frozen and you won&#039;t be able to conduct any more missions to retrieve alien artifacts or get promotions for your soldiers. You&#039;ll still be able to build items on Engineering though. &lt;br /&gt;
* If you&#039;ll complete this mission you&#039;ll have won the game (but you can repeat it if you lose it). Congratulations :) &lt;br /&gt;
* Now try playing the game again at a higher [[Difficulty (EU2012)|difficulty]] level. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mission Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose or ignore, specially regarding [[Alien Abductions (EU2012)|Abductions]]. However your considerations should come in these orders:&lt;br /&gt;
&lt;br /&gt;
====Panic Levels====&lt;br /&gt;
[[File:Panic Levels 2 (EU2012).png|right|300px]]&lt;br /&gt;
[[File:Brazil Leaves (EU2012).png|right|300px]]&lt;br /&gt;
* Your choice differs vastly depending on difficulty level and mission type. For example, on easier difficulty settings, ignoring some missions can lead to increased [[Panic (EU2012)|panic]] for one country. In comparison, this could lead to increased panic in the whole continent on higher difficulty settings or in some specific Council missions. Thus, consider panic level on the whole rather than individual countries. In some cases, continents with more countries should be taken care of first.&lt;br /&gt;
* In [[Alien Abductions (EU2012)|Abductions]], if you are offered more than one country from the same continent to chose from, choosing one of the countries on the continent will mean that this country gets panic decrease and other countries from same continent get no change in panic levels. Leaving more than one country on same continent unattended will not multiply continent-wide panic (eg., on Classic ignoring China and Japan will raise panic in those countries by 2 and in other Asian countries by 1. It might be worth ignoring South American abduction missions. An unanswered abduction on that continent raises total panic by 3 points (2+1) while an unanswered one in Europe or Asia gives 5 panic points (2+1+1+1).&lt;br /&gt;
* [[Alien Terror (EU2012)|Terror Sites]] will always cause the country to leave XCOM if the mission is ignored or a failure, so keep that in mind. &lt;br /&gt;
* Regarding UFOs, you should always [[Air Combat (EU2012)|launch]] an Interceptor if they&#039;re detected flying, even if to abort the engagement before any shots are fired. Any ignored UFOs (flying or landed) increase panic over the country by 2 points and will cause a 2nd UFO to appear and try to shoot down the satellite, while escaped UFOs will only increase panic by 1 point and no retaliation UFO will be generated. Crashed UFOs remove panic by 1 point and can be ignored afterwards with no panic increase. &lt;br /&gt;
* Council missions [[The Council (EU2012)#Council Mission Rewards|depend]] on the specific mission. Some will raise panic only in the country, others in the whole continent, and a few will not raise any panic at all. The same applies for panic reduction from these missions.&lt;br /&gt;
* Successfully assaulting the Alien Base will give a worldwide reduction of panic by either 1 or 2 points, depending in the difficulty level, which gives it a major strategic effect. &lt;br /&gt;
* On the Enemy Within DLC, anti-[[EXALT (EU2012)|EXALT]] missions (a.k.a. [[Covert Operations (EU2012)|Covert Operations]]) will always reduce panic by one point, if successful. If ignored, the cell will hide and redeploy itself to perform further anti-XCOM missions, which can raise panic. Assaulting the [[EXALT Base Raid (EU2012)|EXALT Base]] will also give a worldwide panic reduction.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Difficulty====&lt;br /&gt;
[[File:TerrorAttack2.png|right|300px]]&lt;br /&gt;
* Missions at the beginning of each month are the most dangerous since usually new aliens will be [[Alien Deployment (EU2012)#Species Deployment|introduced]], as described on the previous table. &lt;br /&gt;
* [[The Council (EU2012)#Council Missions|Council]] and EXALT missions can be some of the hardest during the early months, specially the Bomb Disposal ones. However, after you start upgrading to Lasers/Carapace and get the Squad Size upgrades, they&#039;ll be more easy and ideal to train rookies. &lt;br /&gt;
* Terror Sites and Large UFOs will always contain the biggest (and more dangerous) aliens such as Cyberdiscs, Berserkers and Sectopods so keep an eye for those. &lt;br /&gt;
* The [[Slingshot DLC (EU2012)|Slingshot]] and [[Progeny (EU2012)|Progeny]] campaigns can be very brutal when first played but after you&#039;ve [[Map Tables (EU2012)|learned]] the locations of the scripted appearances of aliens their difficulty is reduced. &lt;br /&gt;
* Abductions depend a lot on the [[Maps (EU2012)|map]]. Some maps are specially dangerous on Abduction missions, due to their openness, small size and/or general lack of full cover. However, you won&#039;t know which map you&#039;ll get until the Skyranger lands and it&#039;s too late to change anything. &lt;br /&gt;
* Abductions will also be rated by their difficulty level, which is dependent on the number of aliens present during the mission. &lt;br /&gt;
* [[Storyline Missions (EU2012)|Storyline missions]] are usually the hardest ones of the entire game.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Rewards/Salvage====&lt;br /&gt;
[[File:Salvage (EU2012).png|right|300px]]&lt;br /&gt;
* Depending on the difficulty level and if playing the Enemy Within DLC, all choices can be important when deciding which country to help during [[Alien Abductions (EU2012)|Abductions]]. &lt;br /&gt;
** In order to have full satellite coverage, credits and engineers should be your preference. If full coverage isn&#039;t important, you will probably prefer engineers until you no longer need more for buildings or tech. &lt;br /&gt;
** Soldiers can be critical to unlock the [[OTS (EU2012)|OTS]] or replace KIAs. &lt;br /&gt;
** Scientists can be useful to speed up research.&lt;br /&gt;
* [[UFOs (EU2012)|UFO]] missions allow you the chance to recover big amounts of alien artifacts, which are required to research and build all of the advanced projects. Intact craft will give more resources, but they&#039;ll also have more aliens. &lt;br /&gt;
* Council mission [[The Council (EU2012)#Council Mission Rewards|rewards]] depend on the specific mission. Overall, the rewards are always useful but you can&#039;t count on getting what you specifically need at the moment. Some Council missions can also be very hazardous, specially in the early game. &lt;br /&gt;
* The loot from the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] mission can be critical if you&#039;re running low on alien salvage. &lt;br /&gt;
* Slingshot and Progeny will provide major rewards if the missions on their campaigns are completed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Progression==&lt;br /&gt;
As the game&#039;s timeline advances, certain decisions will be required in order to be able to achieve your goals. This is a summary of the major decisions that need to be taken at certain periods of the game, according to your overall strategy. &lt;br /&gt;
===Early Game (March - May)===&lt;br /&gt;
During the first months there are several needs that need to be addressed: &lt;br /&gt;
# Keeping [[Panic (EU2012)|panic]] under control.&lt;br /&gt;
# Building up your [[Squad (EU2012)|squad]] to win key missions. &lt;br /&gt;
# Advancing your [[Research (EU2012)|research]] to avoid being outgunned by the alien&#039;s escalating tech levels. &lt;br /&gt;
# Securing credits and personnel to build key items and facilities. &lt;br /&gt;
&lt;br /&gt;
Later, after you&#039;ve kept panic in control, the focus turns towards progressing through the [[Storyline (EU2012)|Storyline]]. Most strategies deal mainly with the first months, since those are largely considered to be the most decisive of the game.&lt;br /&gt;
&lt;br /&gt;
This period has several key events initially taking place:&lt;br /&gt;
* The starting mission, either the [[Storyline Missions (EU2012)#Tutorial|Tutorial]] or an Abduction mission.&lt;br /&gt;
** Maps with better cover and elevations are usually easier than more open maps.  &lt;br /&gt;
* The 2nd [[Alien Abductions (EU2012)|Abduction]] mission.&lt;br /&gt;
** On the Classic and Impossible difficulties, this mission is usually harder than the 1st mission, due to larger number of aliens.  &lt;br /&gt;
* The [[Small Scout (EU2012)|Small Scout]] on the 1st UFO mission. &lt;br /&gt;
** If it is deliberately ignored a [[Large Scout (EU2012)|Large Scout]] will appear afterwards with a Destroy Satellite mission but, if shot down it will bring more [[Alien Artifacts (EU2012)|salvage]] than the Small Scout. &lt;br /&gt;
* The 1st Council [[The Council (EU2012)#Council Missions|mission]].&lt;br /&gt;
** The entry of [[Thin Man (EU2012)|Thin Men]] with their exceptional mobility, aim and poisonous attack. &lt;br /&gt;
** Bomb Disposal missions can be literally impossible to win and dependent on extreme luck.&lt;br /&gt;
** If activated, the first missions of the [[Progeny (EU2012)|Progeny]] and [[Slingshot DLC (EU2012)|Slingshot]] campaigns take place instead. &lt;br /&gt;
* The 1st [[ (EU2012)| ]]Terror mission (April).&lt;br /&gt;
** [[Chryssalid (EU2012)|Chryssalids]] and Zombies will appear for the 1st time. &lt;br /&gt;
* The appearance of [[Muton (EU2012)|Mutons]] (with Light Plasma Rifles) and [[EXALT (EU2012)|EXALT]] in May.&lt;br /&gt;
* The flyover of the 1st [[Abductor (EU2012)|Abductor]] in May.&lt;br /&gt;
&lt;br /&gt;
There are at least 4 main strategies to reach the game&#039;s objectives while navigating through the early months: Satellite Rush, Alien Base Rush, Panic Control and Satellite Crawl. Check below for details on them. &lt;br /&gt;
&lt;br /&gt;
===Mid Game (June - August)===&lt;br /&gt;
After surviving the initial months and with panic under control, the choices of the mid game are usually to attack the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] (if it hasn&#039;t been done before) and shoot down and [[Storyline Missions (EU2012)#Crashed Overseer UFO|assault]] the Overseer UFO and capture the [[Psi Link (EU2012)|Ethereal Device]] during this period. &lt;br /&gt;
&lt;br /&gt;
The main factor that determines the speed of the mid game are Research times for advanced weapons and armor and/or and having enough credits, Weapon Fragments, Alien Alloys, Elerium or Meld to build whatever is required in Engineering.&lt;br /&gt;
The regular highlights of this period are: &lt;br /&gt;
* The large appearances of Mutons (with Plasma Rifles) and [[Cyberdisc (EU2012)|Cyberdiscs]] in June.&lt;br /&gt;
* The first appearance of [[Berserker (EU2012)|Berserkers]] in July, on all types of missions except Council ones. EXALT Elites will also appear during this period. &lt;br /&gt;
* The first appearance of [[Heavy Floater (EU2012)|Heavy Floaters]] in August.&lt;br /&gt;
* The Abductor and [[Supply Barge (EU2012)|Supply Barge]] UFOs appearing regularly, with Landed Abductors in June and Supply Barges in the months afterwards.&lt;br /&gt;
&lt;br /&gt;
The main points to look for are:&lt;br /&gt;
* To keep an eye on the Doom Tracker and prevent an accidental loss of a country (and possibly the game) through a failed Terror Site or a [[Battleship (EU2012)|Battleship]] shooting down a satellite.  &lt;br /&gt;
* To develop plasma weapons and armor (Titan onwards) to deal with the more armored alien units that start appearing.&lt;br /&gt;
* To complete the necessary [[Foundry (EU2012)|Foundry]] and [[OTS (EU2012)|OTS]] projects. &lt;br /&gt;
* To develop and deploy Plasma Cannons and the [[Firestorm (EU2012)|Firestorm]] to shoot down the larger UFOs.&lt;br /&gt;
* To secure enough alien resources (Alloys, Elerium, etc.) to build/research all of the previous.&lt;br /&gt;
* Usually, this is a stage where a player may want to build Workshops and Laboratories to help on the way.&lt;br /&gt;
&lt;br /&gt;
===Late Game (September onwards)===&lt;br /&gt;
The main objectives are still those of the previous game stage, with the addition of conducting the final mission ([[Storyline Missions (EU2012)#Temple Ship Assault|Temple Ship Assault]]). The duration of this period will depend on the player&#039;s choice on how much further it wants to keep playing before taking the Storyline missions. It is possible to choose not to build the Alien Containment and capture the 1st alien or assault the Alien Base until September or even later. &lt;br /&gt;
&lt;br /&gt;
The main changes are the introduction of [[Sectopod (EU2012)|Sectopods]], [[Muton Elite (EU2012)|Muton Elites]] and Battleships in September. It is also common for the [[EXALT Base Raid (EU2012)|EXALT Base Raid]] to take place in September due to the number of clues required to detect the country that is harboring their HQ.&lt;br /&gt;
&lt;br /&gt;
==Specific Strategies==&lt;br /&gt;
===Satellite Rush===&lt;br /&gt;
Satellite Rush deals with panic by aiming to build a 2nd Satellite Uplink on March, along with 4 satellites, and later to construct at least 1 more Uplink on April, in order to get 8 countries covered by satellites and strongly reduce the possibility of them leaving the Council. Later, the player may choose to get a 4th Uplink to cover 4 more nations with satellites or control panic through other means. &lt;br /&gt;
&lt;br /&gt;
Since panic control will be achieved through satellite deployment, the criteria to choose between Abduction missions is usually to go for engineers (to reduce satellite construction costs) or credits (to pay for satellites and Interceptors to defend them, Workshops and Uplinks). This strategy can work better with a North America or Africa start. North America reduces interceptor cost and Africa increases further the income received from satellite deployment. &lt;br /&gt;
&lt;br /&gt;
More details: [[Satellite Rush (EU2012)|Satellite Rush Strategy]]&lt;br /&gt;
&lt;br /&gt;
===Alien Base Rush===&lt;br /&gt;
With this strategy the focus is on research to assault the Alien Base on April for the worldwide panic reduction that takes place afterwards. The main milestones to achieve this are:&lt;br /&gt;
* The building of the Alien Containment facility and the Arc Thrower to capture the 1st alien and the Outsider&lt;br /&gt;
* Getting 10 extra engineers (for a total of 15) in order to be able to build the [[Skeleton Key (EU2012)|Skeleton Key]] to unlock the Alien Base Assault. &lt;br /&gt;
* Optional research includes developing Laser weapons and Carapace armor to help during the assault, as well as OTS and Foundry updates. &lt;br /&gt;
&lt;br /&gt;
The choice between Abduction rewards is to go either for engineers (to reach the minimum to build the Skeleton Key) or scientists (to speed up key research). A South America start is usually the best one since the We Have Ways bonus (immediate interrogations/autopsies) and early construction of the Alien Containment + Arc Thrower allows you to quickly complete key research steps. Other possible continents are Europe, to build Laboratories/Workshops in order to speed research or get the required engineers, or Asia to pay for the OTS/Foundry upgrades to equip the squad for the base assault.&lt;br /&gt;
&lt;br /&gt;
More details: [http://forums.2k.com/showthread.php?243756-April-Base-Rush-A-Guide original post at 2K forums]&lt;br /&gt;
&lt;br /&gt;
===Panic Control===&lt;br /&gt;
This strategy can either be used from the start or as back up plan in case something went wrong with the 2 previous strategies. During the first 2/3 months the main steps to control panic are:&lt;br /&gt;
* To choose the Abduction missions according to the country/continent panic situation and not the rewards.&lt;br /&gt;
* Disregard the continental bonuses when launching satellites in order to prevent countries with a level 5 panic from leaving.&lt;br /&gt;
&lt;br /&gt;
With this strategy, at the beginning of May you&#039;ll have 5/6 countries that left the Council and usually it will be required at that point that you build additional Uplinks or to assault the Alien Base to prevent losing the game due to more defections. The risk with this strategy is that to lose a single Abductions or Terror Site can have catastrophic effects, so you need to keep a decent squad prepared for all missions. &lt;br /&gt;
&lt;br /&gt;
Due to the limited choice on Abduction rewards, the emphasis should be to maximize the use of what is given: scientists speed up research, engineers lower build costs and certain numbers are required to build some items, soldiers can unlock OTS upgrades be replacements for casualties, and credits are most welcome since you won&#039;t be receiving much of those through funding. This strategy can be applied from all continents, but Asia is usually the best since it reduces the cost of squad upgrades.&lt;br /&gt;
&lt;br /&gt;
More details: Flexible Strategy (Impossible/Ironman) - [http://forums.2k.com/showthread.php?245286-Flexible-Strategy-for-Impossible-Ironman original post at 2K Forums]&lt;br /&gt;
&lt;br /&gt;
===Satellite Crawl===&lt;br /&gt;
* Slow Sat Strategy (Impossible/Ironman) - [http://forums.2k.com/showthread.php?185971-The-Slow-Sat-Strat-Maximizing-Your-Chances-in-Impossible-Ironman original post at the 2K forums]&lt;br /&gt;
* Satellite Crawl (Impossible/Ironman) - [http://forums.2k.com/showthread.php?406751-Satellite-Crawl-An-Alternative-I-I-Strategy original post at the 2K forums]&lt;br /&gt;
&lt;br /&gt;
===Other Specialized Strategies===&lt;br /&gt;
* Uber Squad (Impossible) - [http://forums.2k.com/showthread.php?259376-Impossible-Uber-Squad-Strategy original post at 2K forums]&lt;br /&gt;
* All 16 Countries Up (Impossible/Ironman) - [http://forums.2k.com/showthread.php?167711-Finally-Got-All-16-Countries-Up-on-Impossible-Ironman-5-Months-In-Tips original post at the 2K forums]&lt;br /&gt;
&lt;br /&gt;
=== Articles===&lt;br /&gt;
* Why South America Still Sucks - [[http://forums.2k.com/showthread.php?393816-Why-South-America-Still-Sucks-A-Thesis&amp;amp;highlight=strategy original post at the 2K forums]]&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Guides (EU2012)]]&lt;br /&gt;
[[Category:Strategy Guide (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Building Optimization]]&lt;br /&gt;
* [[Economy]]&lt;br /&gt;
* [[Panic (EU2012)|Panic]]&lt;br /&gt;
* [[Air Combat (EU2012)|Air Combat]]&lt;br /&gt;
* [[Storyline Missions (EU2012)|Storyline Missions]]&lt;br /&gt;
* [[Satellite Rush (EU2012)|Satellite Rush Strategy]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sectopod_(EU2012)&amp;diff=67056</id>
		<title>Talk:Sectopod (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sectopod_(EU2012)&amp;diff=67056"/>
		<updated>2015-08-03T21:23:40Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: Undo revision 67033 by Medinoc (talk) Nevermind, I clearly saw it on the next Sectopod I faced.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sectopod Doubleshot: hm, I don&#039;t recall ever, EU or EW, shooting at the same soldier twice (have had &amp;quot;misses&amp;quot; take out cover of second target, tho...). I just tried it in EW, and the sectopod only took one shot, used it&#039;s second to move away. --[[User:Xuncu|Xuncu]] 05:57, 12 December 2013 (EST)&lt;br /&gt;
:Indeed. I&#039;ve not seen a Sectopod in EW shoot at the same target twice, which you&#039;d expect it to do most of the time if it had the ability to (since the algorithm that led it to shoot at that soldier should lead it to shoot the same soldier again). [[User:Binkyuk|Binkyuk]] 07:09, 12 December 2013 (EST)&lt;br /&gt;
::I may have seen it taking the shot twice at the same soldier but it&#039;s very rare to happen. I need to check my videos to see if there&#039;s any proof of that happening. &lt;br /&gt;
::Something else I&#039;ve noticed on EW: Sectopods use their cannon a lot more to target cover. I&#039;ve had a fight where two of my soldiers were using a van for cover and the Sectopod fired first at the van, making it explode, and then targeted one of the soldiers (who was now in half cover instead of full. That was a clever move on the AI. [[User:Hobbes|Hobbes]] 07:19, 12 December 2013 (EST)&lt;br /&gt;
:::Yes, I suspect the AI &amp;quot;cheats&amp;quot; at least that much when the oppertunity arises. It is rather surprising, as I&#039;ve never seen the AI do that &amp;quot;use the miss to deliberatley take out cover&amp;quot; thing with any other aliens (if they did aim to take out cover, it&#039;d be with one of the grenade-wielding species doing a toss-- naturally, always with the one who&#039;s turn it is &#039;&#039;first&#039;&#039;)(trying it myself, a fair number of times I&#039;ve managed to use misses to take out an alien&#039;s cover. Rapid Fire and Bullet Storm help to pull it off). Also, have had instances where I lost sight of the &#039;Pod, and on it&#039;s turn, it&#039;d use both actions to shoot at nothing: *chest cannon beams flash through the sky* &amp;quot;.... the fuck are you shooting at?&amp;quot;--[[User:Xuncu|Xuncu]] 07:37, 12 December 2013 (EST)&lt;br /&gt;
::::I have a feeling it missed on that first shot, Hobbes. I don&#039;t think I&#039;ve ever seen Cannon Fire ever target cover. I have seen Sectopods shoot same target twice in EW, especially against MECs. I just don&#039;t remember in EU since I never tried to have single soldiers up against one.--[[User:DracoGriffin|DracoGriffin]] 11:45, 12 December 2013 (EST)&lt;br /&gt;
:::::The Sectopod will target cover, I&#039;d seen yet before on EU but it seems more now on EW. I just had a mission where it deliberately fired its cannon against a wall that was covering a ghosted soldier. Since it couldn&#039;t hit the soldier because of the stealth, the AI decided to blast the cover instead. Lucky for the soldier it had stealth because of Ghost Armor, not Mimetic Skin, otherwise it would be revealed and dead afterward. It is possible that the shot at the van was a miss although I don&#039;t recall seeing the &amp;quot;Missed&amp;quot; message. [[User:Hobbes|Hobbes]] 13:04, 12 December 2013 (EST)&lt;br /&gt;
:I&#039;ve only had them attack separate targets, even against MECs, although I have had the shooting of nothing quite a few times. (Sectopod glitched onto a navigation unit in the alien base mission and fired at the Door continuously, before coming down and through the door.--[[User:Ditto51|Ditto51]] 12:46, 12 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Heh, the limbs on sectopods (and mechtoids) aren&#039;t entirely connected, so when you kill them--- well, I&#039;ve had a Mechtoid&#039;s head go flying off, and Sectopod bodies roll away downhill. Not a bug, just amusing of the &#039;puppet&#039; mechanics of how they were animated. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 15:45, 8 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Electro Pulse disables death explosion?==&lt;br /&gt;
&lt;br /&gt;
Seems to be what I experienced in a recent game.  My MEC ran into melee with the Sectopod and stunned it with Electropulse.  The next turn, while the Sectopod was still stunned, I had her beat it down with Kinetic Strike Module, and there was no death explosion damage to her after the Sectopod died.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:52, 12 December 2013 (EST)&lt;br /&gt;
:Mm, no. Stunned, and then had someone else do the kill, still took damage. If oppertunity arises, will test if still so if killing hit is *with* the EMP attack... heh, killed one on an embankment, the &#039;head&#039; fell off the legs and rolled all the way down the hill! --[[User:Xuncu|Xuncu]] 03:45, 24 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sectopod Overwatch in EW: Infinite Overwatch Shots? ==&lt;br /&gt;
&lt;br /&gt;
So the other day, I got into a bad scrape with a sectopod on a terror mission that went FUBAR. At one point, in desperation I had a character with Lightning reflexes make a LONG run for it to get out of Line of sight and regroup. The first Overwatch shot missed due to lightning reflexes like planned, then the second missed due to the blessings of our lord and savior RNGesus, as I hoped it would. &lt;br /&gt;
&lt;br /&gt;
The third overwatch shot however, didn&#039;t miss. Which is frustrating since it killed my soldier. Also frustrating because I thought Sectopods only had TWO overwatch shots. This entry even says as much.&lt;br /&gt;
&lt;br /&gt;
So yeah, it might be yet another change for EW, or it might have been a bug, but I think Sectopod&#039;s overwatch is sort of like an uber Rapid-Reaction ability now, and they can get as many Overwatch shots (or at least 3) on the first runner they see. But the thing is, the sectopod has to miss the first two shots AND the Runner has to be in the open for a while to see this occur - like I said I was having my guy run a LONG way without breaking LOS to get to a spot that could. My only other thought about this is that it might also have to do with The sectopod&#039;s &amp;quot;energy&amp;quot;, as I&#039;m pretty sure it didn&#039;t take all of its actions the turn before, but that&#039;s just speculation on my part, whereas the 3rd Overwatch shot definitely isn&#039;t seeing as my soldier is now dead. &lt;br /&gt;
&lt;br /&gt;
Anywho, the point is simply that Sectopod Overwatch may need some more investigating for EW. I will start a non-Ironman game to see about this and do some testing for further results.--[[User:MrGonesHead|MrGonesHead]] 01:25, 16 December 2013 (EST)&lt;br /&gt;
:Sounds similar to the Sectoid glitch; if a Sectoid is on overwatch, and you attempt to disable it (like to weaken it for a stun), it can get &#039;infinite&#039; Overwatch shots. But yeh, on Ironman? Ouch.--[[User:Xuncu|Xuncu]] 02:33, 17 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:If I&#039;m reading this right, you moved one soldier once (which was Dashing a long distance) and was shot at three times? Something is wrong here or missing part of events. I have never had a Sectopod ever Overwatch fire a single soldier more than once unless I move the soldier than Dash him (taking two moves instead of one combined move). However, I have had Sectopods have multiple Overwatches by firing at different soldiers (one Overwatch per soldier unless moved as example above). I&#039;m not sure why that was never added to page but it&#039;s easily replicated. Best way to prevent this is twofold:&lt;br /&gt;
*&#039;&#039;&#039;A&#039;&#039;&#039;: Disabling Shot Sectopod prior to any moves&lt;br /&gt;
*&#039;&#039;&#039;B&#039;&#039;&#039;: Suppression fire Sectopod seems to &amp;quot;disable&amp;quot; Overwatches in my experience&lt;br /&gt;
Could you perhaps expand on the sequence of events?--[[User:DracoGriffin|DracoGriffin]] 03:21, 17 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
This might be of interest:  http://www.youtube.com/watch?v=vMWO1YDlkVs  It looks like Disabling Shot is a really bad idea vs Sectopods in EU. --[[User:Zyxophoj|Zyxophoj]] ([[User talk:Zyxophoj|talk]]) 05:30, 23 February 2014 (EST)&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Terror_(EU2012)&amp;diff=67038</id>
		<title>Alien Terror (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Terror_(EU2012)&amp;diff=67038"/>
		<updated>2015-08-03T09:36:58Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{Ref Open | title = Mission Brief &amp;amp; Objectives }}&lt;br /&gt;
[[File:Terror Site (EU2012).png|200px|right|Terror Site]]&lt;br /&gt;
Alien terror attack in progress. Strong civilian presence; take care to avoid civilian casualties. Failure will have severe political consequences for XCOM.&lt;br /&gt;
*Approach civilians to enable evacuations&lt;br /&gt;
*Minimize civilian casualties&lt;br /&gt;
*Neutralize all hostile targets&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alien Terror Attacks, or Terror missions, have made a return from the original game. In this missions, the [[Civilian (EU2012)|civilians]] will be spread randomly throughout the [[Maps (EU2012)|map]]. As you approach them nearby [[Alien Life Forms (EU2012)|aliens]] will engage both you and the civilians. Each civilian lost counts against your final score. To rescue a civilian all you need to do is get close to them. Necessary proximity is indicated by a circle around each civilian.&lt;br /&gt;
==Terror Site Map List==&lt;br /&gt;
{{Col}}&lt;br /&gt;
*[[Bar (EU2012)|Bar]]&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;
*[[OfficePaper (EU2012)|Office Paper]]&lt;br /&gt;
*[[StreetHurricane (EU2012)|Street Hurricane]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
*[[CommercialRestaurant (EU2012)|Commercial Restaurant]]&lt;br /&gt;
*[[Highway1 (EU2012)|Highway 1]]&lt;br /&gt;
*[[MilitaryAmmo (EU2012)|Military Ammo]]&lt;br /&gt;
*[[PoliceStation (EU2012)|Police Station]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
*[[Office Paper Terror (EU2012)|Office Paper Terror]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]&lt;br /&gt;
*[[Pier A Terror (EU2012)|Pier A Terror]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]&lt;br /&gt;
*[[HighwayFallen (EU2012)|Highway Fallen]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
The 4 [[Maps (EU2012)|maps]] of the 2nd column are the most frequent since the game will prioritize usage of maps not already seen on the present game and the maps on the 1st column are also used for [[Alien Abductions (EU2012)|Abduction]] missions. The third column indicates the additional Terror maps available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]; the DLC also changes the probabilities of the maps in the 1st and 2nd columns appearing, giving maps all 3 columns the same chance of appearing during Terror missions.&lt;br /&gt;
&lt;br /&gt;
==Mission Results==&lt;br /&gt;
[[File:Terror Results (EU2012).png|200px|right|Terror Site Results]]&lt;br /&gt;
If you completely ignore or lose a Terror mission by aborting or having your whole squad killed, then the country will automatically leave the Council. Also, all civilians count as dead if you lose or abort the mission, even ones that you&#039;ve rescued. If you fail to rescue any civilians then the country will also leave the Council. Failed missions will also raise [[Panic (EU2012)|panic]] on the entire continent by 2 points. &lt;br /&gt;
&lt;br /&gt;
If XCOM wins a terror site, the number of civilians saved at the end of the mission will be classified according to the following criteria:&lt;br /&gt;
* +75% of civilians = &amp;quot;Excellent&amp;quot;&lt;br /&gt;
* 50-74% of civilians = Good&amp;quot;&lt;br /&gt;
* 10-49% of civilians = Poor&amp;quot;&lt;br /&gt;
* 0-10% civilians = Terrible&amp;quot;&lt;br /&gt;
**Source: XComGame.upk, XGSummaryUI class&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, to calculate the panic reduction on the country and continent in case of a successful mission, the following numbers of rescued civilians are used instead:&lt;br /&gt;
* +75% of civilians = 5 panic reduction in country, 2 in continent;´&lt;br /&gt;
* +50% of civilians = 3 panic reduction in country, 1 in continent;&lt;br /&gt;
* +0% of civilians = 2 panic reduction in country, 0 in continent;&lt;br /&gt;
* 0% civilians = 0 panic reduction, both in country and continent and country leaves the Council. &lt;br /&gt;
**Source: XComStrategyGame.upk, XGStrategyAI class&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Rescued Civilians will run for the Skyranger immediately. They will not trigger reaction fire when they do so but they can open doors and activate hidden aliens on their way to safety. They will also hang around by the Skyranger DZ and can be targeted and killed by the aliens until the mission is over. &lt;br /&gt;
*Although there is no timer or countdown on this type of mission, you need to be very quick without being reckless. Too slow and you lose civilians which can then be turned into [[Zombie (EU2012)|zombies]] by a [[Chryssalid (EU2012)|Chryssalid]] and then eventually hatch into a new Chryssalid. Too reckless and you&#039;ll lose your [[Soldiers (EU2012)|troops]] to the overwhelming forces in these fights.&lt;br /&gt;
*Civilians still alive when all aliens are dead are automatically counted as rescued; they do not all have to personally rescued, although that makes them immune to further attack.&lt;br /&gt;
*If there are still Chryssalid packs inactivated since their presence will cause random infections on any civilians present on the map and turn them into zombies. The chance for off screen infections increases in higher [[Difficulty (EU2012)|difficulty levels]]. The resulting zombies will turn into Chryssalids 3 turns after they&#039;re infected but they&#039;ll only move after your squad spots them. &lt;br /&gt;
*In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], civilians are given a bit of health, probably in response to Drones slaughtering them left and right in EU. Their HP on the different difficulty levels (E/N/C/I) are: 3/3/3/2.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
*If there are no remaining Chryssalids, active or inactive, extending your front line ahead of any civilians means they&#039;re safe from the aliens. If anything, keeping civilians around is good, since a dead civilian hurts your cause less than a dead or wounded soldier. Whenever a civilian gets shot, think to yourself &amp;quot;better him than me&amp;quot;.&lt;br /&gt;
*Unlike the original XCOM, there is no additional penalty for XCOM killing a civilian (although the number of survivors will determine the panic reduction on that country/continent) if such an unfortunate event does happen (with explosives, primarily). Remember, the needs of the many outweigh the needs of the few! ;)&lt;br /&gt;
*You&#039;ll need to have at least 1 civilian rescued at the end of the mission or the country will leave the Council. &lt;br /&gt;
*Aliens almost always take priority to shoot civilians over your troopers, and never miss killing them (cover doesn&#039;t work on them). In fact, they will often skip on a close-range flanking shot on a soldier, and shoot a civilian halfway down the street instead.&lt;br /&gt;
**If you&#039;re hurting on the panic levels, you might find it a worthwhile risk to move quickly to eliminate all the aliens and save at least 75% of the civilians for the massive panic reduction. &lt;br /&gt;
**The three exceptions to this priority rule are the high-HP [[Cyberdisc (EU2012)|Cyberdiscs]], [[Sectopod (EU2012)|Sectopods]] and [[Berserker (EU2012)|Berserker]]s: they will always ignore civilians and attack your troops. This forces you to concentrate your fire on them while their squadmates pick off civvies at will.&lt;br /&gt;
&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>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sectopod_(EU2012)&amp;diff=67033</id>
		<title>Talk:Sectopod (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sectopod_(EU2012)&amp;diff=67033"/>
		<updated>2015-08-03T07:57:00Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: New topic: 30% Defense?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sectopod Doubleshot: hm, I don&#039;t recall ever, EU or EW, shooting at the same soldier twice (have had &amp;quot;misses&amp;quot; take out cover of second target, tho...). I just tried it in EW, and the sectopod only took one shot, used it&#039;s second to move away. --[[User:Xuncu|Xuncu]] 05:57, 12 December 2013 (EST)&lt;br /&gt;
:Indeed. I&#039;ve not seen a Sectopod in EW shoot at the same target twice, which you&#039;d expect it to do most of the time if it had the ability to (since the algorithm that led it to shoot at that soldier should lead it to shoot the same soldier again). [[User:Binkyuk|Binkyuk]] 07:09, 12 December 2013 (EST)&lt;br /&gt;
::I may have seen it taking the shot twice at the same soldier but it&#039;s very rare to happen. I need to check my videos to see if there&#039;s any proof of that happening. &lt;br /&gt;
::Something else I&#039;ve noticed on EW: Sectopods use their cannon a lot more to target cover. I&#039;ve had a fight where two of my soldiers were using a van for cover and the Sectopod fired first at the van, making it explode, and then targeted one of the soldiers (who was now in half cover instead of full. That was a clever move on the AI. [[User:Hobbes|Hobbes]] 07:19, 12 December 2013 (EST)&lt;br /&gt;
:::Yes, I suspect the AI &amp;quot;cheats&amp;quot; at least that much when the oppertunity arises. It is rather surprising, as I&#039;ve never seen the AI do that &amp;quot;use the miss to deliberatley take out cover&amp;quot; thing with any other aliens (if they did aim to take out cover, it&#039;d be with one of the grenade-wielding species doing a toss-- naturally, always with the one who&#039;s turn it is &#039;&#039;first&#039;&#039;)(trying it myself, a fair number of times I&#039;ve managed to use misses to take out an alien&#039;s cover. Rapid Fire and Bullet Storm help to pull it off). Also, have had instances where I lost sight of the &#039;Pod, and on it&#039;s turn, it&#039;d use both actions to shoot at nothing: *chest cannon beams flash through the sky* &amp;quot;.... the fuck are you shooting at?&amp;quot;--[[User:Xuncu|Xuncu]] 07:37, 12 December 2013 (EST)&lt;br /&gt;
::::I have a feeling it missed on that first shot, Hobbes. I don&#039;t think I&#039;ve ever seen Cannon Fire ever target cover. I have seen Sectopods shoot same target twice in EW, especially against MECs. I just don&#039;t remember in EU since I never tried to have single soldiers up against one.--[[User:DracoGriffin|DracoGriffin]] 11:45, 12 December 2013 (EST)&lt;br /&gt;
:::::The Sectopod will target cover, I&#039;d seen yet before on EU but it seems more now on EW. I just had a mission where it deliberately fired its cannon against a wall that was covering a ghosted soldier. Since it couldn&#039;t hit the soldier because of the stealth, the AI decided to blast the cover instead. Lucky for the soldier it had stealth because of Ghost Armor, not Mimetic Skin, otherwise it would be revealed and dead afterward. It is possible that the shot at the van was a miss although I don&#039;t recall seeing the &amp;quot;Missed&amp;quot; message. [[User:Hobbes|Hobbes]] 13:04, 12 December 2013 (EST)&lt;br /&gt;
:I&#039;ve only had them attack separate targets, even against MECs, although I have had the shooting of nothing quite a few times. (Sectopod glitched onto a navigation unit in the alien base mission and fired at the Door continuously, before coming down and through the door.--[[User:Ditto51|Ditto51]] 12:46, 12 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Heh, the limbs on sectopods (and mechtoids) aren&#039;t entirely connected, so when you kill them--- well, I&#039;ve had a Mechtoid&#039;s head go flying off, and Sectopod bodies roll away downhill. Not a bug, just amusing of the &#039;puppet&#039; mechanics of how they were animated. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 15:45, 8 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Electro Pulse disables death explosion?==&lt;br /&gt;
&lt;br /&gt;
Seems to be what I experienced in a recent game.  My MEC ran into melee with the Sectopod and stunned it with Electropulse.  The next turn, while the Sectopod was still stunned, I had her beat it down with Kinetic Strike Module, and there was no death explosion damage to her after the Sectopod died.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:52, 12 December 2013 (EST)&lt;br /&gt;
:Mm, no. Stunned, and then had someone else do the kill, still took damage. If oppertunity arises, will test if still so if killing hit is *with* the EMP attack... heh, killed one on an embankment, the &#039;head&#039; fell off the legs and rolled all the way down the hill! --[[User:Xuncu|Xuncu]] 03:45, 24 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sectopod Overwatch in EW: Infinite Overwatch Shots? ==&lt;br /&gt;
&lt;br /&gt;
So the other day, I got into a bad scrape with a sectopod on a terror mission that went FUBAR. At one point, in desperation I had a character with Lightning reflexes make a LONG run for it to get out of Line of sight and regroup. The first Overwatch shot missed due to lightning reflexes like planned, then the second missed due to the blessings of our lord and savior RNGesus, as I hoped it would. &lt;br /&gt;
&lt;br /&gt;
The third overwatch shot however, didn&#039;t miss. Which is frustrating since it killed my soldier. Also frustrating because I thought Sectopods only had TWO overwatch shots. This entry even says as much.&lt;br /&gt;
&lt;br /&gt;
So yeah, it might be yet another change for EW, or it might have been a bug, but I think Sectopod&#039;s overwatch is sort of like an uber Rapid-Reaction ability now, and they can get as many Overwatch shots (or at least 3) on the first runner they see. But the thing is, the sectopod has to miss the first two shots AND the Runner has to be in the open for a while to see this occur - like I said I was having my guy run a LONG way without breaking LOS to get to a spot that could. My only other thought about this is that it might also have to do with The sectopod&#039;s &amp;quot;energy&amp;quot;, as I&#039;m pretty sure it didn&#039;t take all of its actions the turn before, but that&#039;s just speculation on my part, whereas the 3rd Overwatch shot definitely isn&#039;t seeing as my soldier is now dead. &lt;br /&gt;
&lt;br /&gt;
Anywho, the point is simply that Sectopod Overwatch may need some more investigating for EW. I will start a non-Ironman game to see about this and do some testing for further results.--[[User:MrGonesHead|MrGonesHead]] 01:25, 16 December 2013 (EST)&lt;br /&gt;
:Sounds similar to the Sectoid glitch; if a Sectoid is on overwatch, and you attempt to disable it (like to weaken it for a stun), it can get &#039;infinite&#039; Overwatch shots. But yeh, on Ironman? Ouch.--[[User:Xuncu|Xuncu]] 02:33, 17 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:If I&#039;m reading this right, you moved one soldier once (which was Dashing a long distance) and was shot at three times? Something is wrong here or missing part of events. I have never had a Sectopod ever Overwatch fire a single soldier more than once unless I move the soldier than Dash him (taking two moves instead of one combined move). However, I have had Sectopods have multiple Overwatches by firing at different soldiers (one Overwatch per soldier unless moved as example above). I&#039;m not sure why that was never added to page but it&#039;s easily replicated. Best way to prevent this is twofold:&lt;br /&gt;
*&#039;&#039;&#039;A&#039;&#039;&#039;: Disabling Shot Sectopod prior to any moves&lt;br /&gt;
*&#039;&#039;&#039;B&#039;&#039;&#039;: Suppression fire Sectopod seems to &amp;quot;disable&amp;quot; Overwatches in my experience&lt;br /&gt;
Could you perhaps expand on the sequence of events?--[[User:DracoGriffin|DracoGriffin]] 03:21, 17 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
This might be of interest:  http://www.youtube.com/watch?v=vMWO1YDlkVs  It looks like Disabling Shot is a really bad idea vs Sectopods in EU. --[[User:Zyxophoj|Zyxophoj]] ([[User talk:Zyxophoj|talk]]) 05:30, 23 February 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== 30% Defense? ==&lt;br /&gt;
I encountered my first Sectopod in a Normal-difficulty EW game, and didn&#039;t notice the 30% defense when shooting at it. Could it have been removed when EW added Reinforced Armor and the HEAT nerf? That would make sense, because who&#039;s gonna miss &#039;&#039;that&#039;&#039;? The Sectopod was also under a Shredder rocket at the time, so it could also have been an undocumented effect thereof. [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 03:57, 3 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Progeny_(EU2012)&amp;diff=66981</id>
		<title>Progeny (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Progeny_(EU2012)&amp;diff=66981"/>
		<updated>2015-07-30T20:00:11Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: it&amp;#039;s vs its&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Annette (EU2012).png|right|300px|Annette on the Security Breach trailer]]&lt;br /&gt;
&lt;br /&gt;
Operation Progeny is a new campaign on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] (EW) consisting of 3 linked [[The Council (EU2012)|Council]] missions, similar to the previous [[Slingshot DLC (EU2012)|Slingshot]] campaign. Like Slingshot, Progeny is optional and can be toggled on/off when choosing the game options at start. &lt;br /&gt;
&lt;br /&gt;
Progeny was created to be released as the 2nd planned standalone [[DLC (EU2012)|DLC]] for XCOM: Enemy Unknown but its release was cancelled after a general less than positive response to Slingshot and Firaxis decided instead to include it on EW. Thus, the narrative has suffered some changes from the original version to fit with the additions brought by EW to the XCOM universe, namely the [[EXALT (EU2012)|EXALT]] and the [[XCOM Base Defense (EU2012)|Base Defense]] missions.&lt;br /&gt;
&lt;br /&gt;
The campaign consists of 3 missions, called [[Portent (EU2012)|Portent]], [[Deluge (EU2012)|Deluge]] and [[Furies (EU2012)|Furies]] and revolves about a new French character, [[Annette Durand (EU2012)|Annette Durand]], who has a special power that makes her a target of interest for XCOM, the [[Alien Life Forms (EU2012)|Aliens]] and EXALT. &lt;br /&gt;
&lt;br /&gt;
The first mission, Portent takes place in April and the following missions, Deluge and Furies will only happen after the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base Assault]] and [[XCOM Base Defense (EU2012)|XCOM Base Defense]] missions are completed. According to  [[Vahlen (EU2012)|Dr. Vahlen]], Annette is the reason behind the assault the [[XCOM HQ (EU2012)|XCOM HQ]] since the aliens managed to use her [[Psionic (EU2012)|psionic]] powers to mass control XCOM personnel and allow the raid to happen.&lt;br /&gt;
&lt;br /&gt;
After Deluge is completed, Annette will become an XCOM [[Soldiers (EU2012)|soldier]] at the Barracks, with a random class and the rank of Sergeant, and is guaranteed to be psionic when [[Psi Lab (EU2012)|tested]]. Successfully completing Furies can also give you up to 3 additional soldiers, all at Lieutenant rank and all guaranteed psionics.&lt;br /&gt;
&lt;br /&gt;
*Note: Annette and [[Shaojie Zhang (EU2012)|Shaojie Zhang]] are the only two playable characters with unique voiceovers during combat, and may be worth taking for this reason alone.&lt;br /&gt;
&lt;br /&gt;
As part of EW&#039;s expanded storyline, Progeny&#039;s missions are not essential, but they add to the overall story of the fight against EXALT and the alien collective, while Slingshot is its own side plot. However, [[Progeny (EU2012)|Progeny&#039;s]] missions are not as profitable. For a better comparison of both campaigns check [[Missions (EU2012)#Progeny vs. Slingshot|Progeny vs. Slingshot]].&lt;br /&gt;
&amp;lt;noinclude&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;br /&gt;
[[Category:Progeny (EU2012)]]&lt;br /&gt;
[[Category:Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_Corpse_(EU2012)&amp;diff=66932</id>
		<title>Muton Corpse (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_Corpse_(EU2012)&amp;diff=66932"/>
		<updated>2015-07-27T18:37:18Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Grey Market Description }} &lt;br /&gt;
[[File:Muton 3 (EU2012).png|100px|right|]]&lt;br /&gt;
The Muton corpses remain surprisingly warm to the touch even hours after their expiration.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* An [[Muton Autopsy (EU2012)|autopsy]] on dead [[Muton (EU2012)|Muton]] corpses allows the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project at the Foundry.&lt;br /&gt;
** On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the autopsy also unlocks the [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]] Gene Mod.&lt;br /&gt;
* 6 corpses are required for the project.&lt;br /&gt;
* Muton corpses can be sold at the [[Grey Market (EU2012)|Grey Market]] for §5 each. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Alien Artifacts (EU2012)]]&lt;br /&gt;
{{Aliens (EU2012)}}&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sniper_(EU2012)&amp;diff=66931</id>
		<title>Talk:Sniper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sniper_(EU2012)&amp;diff=66931"/>
		<updated>2015-07-27T18:31:17Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Double tap */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two open questions regarding the EW&#039;s change on Squad Sight: &amp;quot;Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.&amp;quot;&lt;br /&gt;
*If you&#039;re using Snap Shot instead, can targets be critically hit without using Headshot? It seems the answer would be yes but it is something that needs confirmation. &lt;br /&gt;
** Of course, since you are not using Squadsight. Squadsight snipers can crit normally too, if the target is in &#039;normal&#039; range. [[User:Moyang|Moyang]] 21:05, 20 November 2013 (EST)&lt;br /&gt;
*If you&#039;re using Squad Sight and Opportunist what happens? Can it crit on Overwatch shots or not? [[User:Hobbes|Hobbes]] 18:30, 20 November 2013 (EST)&lt;br /&gt;
**Answer to first question is yes. You can&#039;t take Snap Shot and Squad Sight anyhow. This wasn&#039;t changed in EW. Weird question unless I am not understanding.&lt;br /&gt;
**I&#039;ve been playing with Training Roulette, so I haven&#039;t had a Sniper with Opportunist yet.--[[User:DracoGriffin|DracoGriffin]] 18:46, 20 November 2013 (EST)&lt;br /&gt;
***Ah, Moyang answered was what was confusing (and my question was poorly worded). This is something that should be clarified when the Sniper&#039;s abilities are updated with the EW changes. [[User:Hobbes|Hobbes]] 21:16, 20 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Double tap ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m a bit confused. The description mentions Rapid Fire, but to me it sounds a lot more like Bullet Swarm... [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 14:31, 27 July 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hunter&amp;diff=65975</id>
		<title>Talk:Hunter</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hunter&amp;diff=65975"/>
		<updated>2015-06-22T21:58:58Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: Weapon range?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone else had an alien hiding in that little &amp;quot;closet&amp;quot; on level 1? I always have one there and just use a sonic pulser near the area because the bugger has full Time Units, a result of him camping there. [[User:Muton commander|Muton commander]] 22:41, 8 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:This appears to be a routes bug. The alien can go up and down via the lift (on the West) but that&#039;s it since there are no connecting routes for it to follow out of the ship. The East lift doesn&#039;t have any issues which is why I consider this a bug (and besides, all nodes within a USO should be connected to allow aliens to exit the craft eventually). --[[User:Zombie|Zombie]] 23:26, 8 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
=== Weapon range? ===&lt;br /&gt;
Why is the weapon range listed as 144km, which is double the standoff range? According to the [[Cruiser]] page, there is a distinction between &amp;quot;units&amp;quot; and kms. Could this be a confusion between the two? Though this could put its weapon range at a paltry 18km, so it may not be right either... There&#039;s also the [[Heavy Cruiser]] page, that implies it has less range than [[AJAX]] torpedoes yet lists 160km for the AJAX&#039;s 32...[[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 17:58, 22 June 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Craft_Combat_Mechanics&amp;diff=65973</id>
		<title>Craft Combat Mechanics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Craft_Combat_Mechanics&amp;diff=65973"/>
		<updated>2015-06-22T20:25:32Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Accuracy Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article attempts to summarise everything we know about craft combat game mechanics - particularly what happens in the Interception Window. This started with some empirical research I did, and has been greatly enhanced by code decompilation done by Xusilak, Seb76, Morgan525/Tycho, and others. [[User:Spike|Spike]] 19:08, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-Com Behaviour =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note: In all of the following sections, I refer to &amp;quot;game seconds&amp;quot;. But actually this is a supposition. What I&#039;m actually measuring is &amp;lt;b&amp;gt;multiples of the firing interval of a standard Cannon&amp;lt;/b&amp;gt;. This is stated in the in-game UFOPaedia to be 2 (game) seconds. It may or may not be meaningful to talk about these being actual game seconds. Maybe they are no more than multiples of the Cannon firing interval. And quite possibly the Cannon firing interval itself is not fixed, but is variable.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rate of Fire ==&lt;br /&gt;
&lt;br /&gt;
Rate of Fire is hugely important, as (along with accuracy and damage) it is a major determinant of firepower (the rate at which damage is inflicted on an enemy craft). It turns out that the in game UFOPaedia information on rates of fire is significantly incorrect. &lt;br /&gt;
&lt;br /&gt;
=== Observed Rates of Fire ===&lt;br /&gt;
&lt;br /&gt;
The quoted fire rates (or rather fire intervals) in the in-game UFOPaedia are wrong. Results from experiment show the following provisional information:&lt;br /&gt;
&lt;br /&gt;
 Weapon:         Average Fire Interval (gs)       UFOPaedia&lt;br /&gt;
                 Aggressive/Standard/Cautious     Value (gs)&lt;br /&gt;
 Cannon                   2 /  2 /  2                 2&lt;br /&gt;
 Laser Cannon            12 / 12 / 12                 4&lt;br /&gt;
 Plasma Cannon           12 / 12 / 12                 6&lt;br /&gt;
 Stingray                16 / 24 / 32                15&lt;br /&gt;
 Avalanche               24 / 36 / 48                20&lt;br /&gt;
 Fusion Ball             16 / 24 / 32                25&lt;br /&gt;
&lt;br /&gt;
Since there is some uncertainty as to whether X-Craft fire rates are constant or variable, and whether the actual fire interval of a Cannon actually is two game seconds (other than &amp;quot;by definition&amp;quot;), this can be restated in multiples of the Cannon fire interval:&lt;br /&gt;
&lt;br /&gt;
 Weapon:         Average Fire Interval (vs C)     UFOPaedia&lt;br /&gt;
                 Aggressive/Standard/Cautious     Value (vs C)&lt;br /&gt;
 Cannon                   1 /  1 /  1                 1&lt;br /&gt;
 Laser Cannon             6 /  6 /  6                 2&lt;br /&gt;
 Plasma Cannon            6 /  6 /  6                 3&lt;br /&gt;
 Stingray                 8 / 12 / 16                 5&lt;br /&gt;
 Avalanche               12 / 18 / 24                10&lt;br /&gt;
 Fusion Ball              8 / 12 / 16                12.5&lt;br /&gt;
&lt;br /&gt;
These fire rates/intervals are significantly different from those previously understood. In particular we see a massive increase the relative fire rate of conventional Cannon versus other weapons, identical fire rates for Plasma Cannon and Laser Cannon, and quite similar fire rates as between advanced Cannon and Stingray launchers. This has a major impact on computed firepower and payload characteristics for all weapons, and on the relative differences between weapons. &lt;br /&gt;
&lt;br /&gt;
It should be noted that in almost every case, these observed fire interval values deviate from the advertised values, and in fact they deviate from values coded into the &amp;quot;craft&amp;quot; data structures of the game executable, which are shown by the in game UFOPedia. The observed values don&#039;t even have the same relative relationship as the reported values.  The fire intervals in the craft data structure are ignored in combat. &lt;br /&gt;
&lt;br /&gt;
=== Projectile Travel Time ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Also consider that all missiles AND cannons actually travel to their target and have a speed delta that is added on top of the XCraft&#039;s.  This information is the first four numbers before the weapons&#039; rates of fire in the executable.&#039;&#039;&#039; [[User:Morgan525|Tycho]] 07:03, 3 July 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Though logically, the projectile speed won&#039;t affect the rate of fire, it should just create 1. a start lag between the start of firing, and the first hit/miss 2. an end lag, of wasted rounds fired that were fired before the UFO was shot down/escaped, but were still in-flight when the UFO was shot down/escaped. The projectile speed should not affect the actual rate of fire, apart from these lags. Of course, in average use, the lag factors will affect the average effective operational rate of fire, and the average operational ammo consumption per engagement.&lt;br /&gt;
: Do you see any evidence of the distance to target changing in Cautious vs Standard vs Aggressive attack mode? I didn&#039;t see any, but my methods are pretty crude compared to yours. [[User:Spike|Spike]] 17:57, 3 July 2012 (EDT)&lt;br /&gt;
&#039;&#039;If you mean for missiles, no.  The part of the interception subroutine that handles missiles only tracks the distance each missile travels and then compares this to the distance to target of the UFO *from the Xcraft* and the maximum range of the missile. If the distance traveled equals the distance to target, it goes through the attack sequence. Each missile is calculated separately but I think the randomization routine is old and since the attack for both missiles, fired in tandem, are calculated microseconds apart, you get nearly the same number generated for both.&#039;&#039;[[User:Morgan525|Tycho]] 06:37, 4 July 2012 (EDT)&lt;br /&gt;
:: Actually you are right that projectile speed vs distance would affect rate of fire, IF only one projectile (or any limited number of projectiles) were allowed to be in flight at the same time. For cannons this is definitely not true, you can see in the interception window that multiple projectiles are in flight. But this might be the case with missiles. If only one missile is allowed in flight (per launcher), then RoF will be strongly determined by projectile speed vs distance to target. In a lot of my tests I &amp;quot;controlled&amp;quot; for distance by hacking all weapon ranges to 70km, so that the distance to target was always 70km. Maybe I should have done more tests with variable range. I did do some tests with variable range, enough to convince myself it wasn&#039;t a factor, but maybe I was wrong. Maybe projectile speed vs distance is a factor, but only for missiles, and maybe that somehow explains the differences in effective rate of fire for missiles in Cautious vs Standard vs Aggressive mode? [[User:Spike|Spike]] 23:14, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Effect of Attack Mode on Rate of Fire ===&lt;br /&gt;
&lt;br /&gt;
The other major observation in the data above is that Attack Mode does influence rate of fire, but only for missile/launcher weapons. If we take Aggressive mode as the baseline, firing intervals for &amp;lt;i&amp;gt;launched weapons only&amp;lt;/i&amp;gt; increase as follows:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;Attack Mode  Firing Interval  Firing Rate&#039;&#039;&lt;br /&gt;
 Aggressive       x 1.0           nominal&lt;br /&gt;
 Standard         x 1.5           x 2/3&lt;br /&gt;
 Cautious         x 2.0           x 1/2&lt;br /&gt;
&lt;br /&gt;
In effect this penalises launcher weapons when used at stand off range (Standard), especially when weapon types are mixed on the same aircraft (Cautious). Conversely, it gives a high offensive premium to conducting launched weapon attacks in Aggressive mode, conceding the defensive advantage of stand-off range.&lt;br /&gt;
&lt;br /&gt;
=== Firepower Based on Observed Rates of Fire ===&lt;br /&gt;
&lt;br /&gt;
The observed rates of fire change the firepower relationships between weapons. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;Armament       Rate(gs) Mode     Firepower&#039;&#039;&lt;br /&gt;
 Cannon          1/2      ALL      40&lt;br /&gt;
 Stingray        1/16     Agg      98&lt;br /&gt;
                 1/24     Std      65&lt;br /&gt;
                 1/32     Cau      49&lt;br /&gt;
 Avalanche       1/24     Agg      107&lt;br /&gt;
                 1/36     Std      71&lt;br /&gt;
                 1/48     Cau      53&lt;br /&gt;
 Laser Cannon    1/12     ALL      65&lt;br /&gt;
 Plasma Beam     1/12     ALL      187&lt;br /&gt;
 Fusion Ball     1/16     Agg      460&lt;br /&gt;
                 1/24     Std      307&lt;br /&gt;
                 1/32     Cau      230&lt;br /&gt;
&lt;br /&gt;
(The firepower value above is just an arbitrary relative number based on 16gs of firing)&lt;br /&gt;
&lt;br /&gt;
Observations: since even paired launchers must be used in Standard attack mode in order to maintain stand-off distance, it&#039;s interesting to compare their Standard firepower figure with the figures for the cannon weapons. In which case we see, for example, that the Laser Cannon is a very close match for the Avalanche in firepower - and can keep firing for 400 game seconds (gs) rather than the Avalanche&#039;s endurance of (in Standard mode) 72gs. Of course, stand-off distance is itself a massive advantage which cannot be ignored.&lt;br /&gt;
&lt;br /&gt;
=== Where Rate of Fire Is (Not) Coded ===&lt;br /&gt;
&lt;br /&gt;
There are no effects from changing the game executable XCom craft weapon data firing interval offsets (starting at offset 0x6fb18 in WinCE geoscape.exe). Neither for missile-type weapons nor gun-type weapons. There is an RoF effect when changing offset 0x10 of UFOs in the craft data at 0x6f9a8. This affects the built-in weapons of UFOs only, and is not used for XCom craft. My conclusion is that the RoFs values in the craft weapon data structure for XCom craft weapons are ignored in combat, that the actual values are hard coded elsewhere in the executable, and are proportional to the values given above at [[UFO Interception#Observed Rates of Fire|Observed Rates of Fire]]. The only effect of hacking these craft data weapon values is to change what is listed in the in-game UFOPaedia; there is no actual combat effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Air combat damage inflicted by X-Com craft is  a random value between 50% and 100% of the listed damage, which should be understood as the &amp;lt;i&amp;gt;maximum&amp;lt;/i&amp;gt; damage. Unlike for Battlescape combat, the listed damage value is not the expected value per hit. The expected damage per hit will be 75% of the listed damage. &lt;br /&gt;
&lt;br /&gt;
In contrast, damage inflicted by alien craft is 0-100% of the listed weapon power (damage), which again should be interpreted as a maximum damage value. In this case the expected average damage per hit will be approximately 50% of the UFO/USO&#039;s listed weapon power.&lt;br /&gt;
&lt;br /&gt;
This has been validated by decompilation analysis performed by Morgan525/Tycho. See [[User:Morgan525#Comparison_of_Damage_routines]]&lt;br /&gt;
&lt;br /&gt;
== Accuracy Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Accuracy is a function of the weapon type used, as listed in the in-game UFOPaedia. Unlike ground combat there are almost certain to be no skill factors involved. There are &amp;lt;i&amp;gt;probably&amp;lt;/i&amp;gt; no tactical factors involved. There is some speculation that different Attack Modes might create accuracy modifiers, but no hard evidence. This needs to be tested. The testing should control for Attack Mode and for range (separately), to make sure these don&#039;t have an impact on accuracy. They should also control for target size/type in case that is a factor.&lt;br /&gt;
&lt;br /&gt;
:I can confirm this as [[User_talk:Morgan525#Decompiled_accuracy_algorithm.3F|I have found the algorithm]] in the executable. See my discussion page. [[User:Morgan525|Tycho]] 06:39, 3 July 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
The standard algorithm for X-Com attack accuracy varies with target size but not with game difficulty level (nor with attack mode). The formula is:&lt;br /&gt;
&lt;br /&gt;
 [1+(3/UFOsize)]/2 * Weapon Accuracy&lt;br /&gt;
&lt;br /&gt;
With the UFOsize value going down as UFOs get bigger. In other words, for a typical Medium (size=3) target, the adjusted accuracy is equal to the base unadjusted weapon accuracy. &lt;br /&gt;
&lt;br /&gt;
[[UFO Extender]] / [[TFTDextender]] provide an [[User:Morgan525#Functions_used_in_UFOextender.27s_new_interception_routines|option]] to alter X-Com attack accuracy based on a seperate difficulty rating specified in the INI and target size.&lt;br /&gt;
&lt;br /&gt;
== Range ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Closing Range ===&lt;br /&gt;
&lt;br /&gt;
I did some tests on timing events in the Interception Window. In particular, I was interested in seeing how long an XCom aircraft is exposed to enemy fire, whilst closing range to the target. In other words, what happens when the XCom aircraft&#039;s weapons do not give it a full stand-off advantage.  I use the stated 2 game second (2gs) firing interval of the Cannon as a timer (and verified it using a Stingray as a timer in a second set of a tests).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are my findings: &lt;br /&gt;
&lt;br /&gt;
# In the Interception Window, all aircraft close range with the enemy at the same rate (measured in shots fired). &lt;br /&gt;
## This is regardless of whether the aircraft is an Interceptor (2100 kts, Acc=3) or an Avenger (5400 kts, Acc=10). &lt;br /&gt;
## This is also regardless of whether the attack mode is Cautious, Standard, or Aggressive&lt;br /&gt;
## Of course, the range that the aircraft will attempt to close to, and hold, does depend on the attack mode&lt;br /&gt;
## The approach speed of 2 mutually approaching aircraft is 0.5km per game second, i.e. 1800 kmh / 900 kts (assuming the Cannon rate of fire to be 1 per 2 game seconds).&lt;br /&gt;
## Evidence for this: &lt;br /&gt;
### Closing from 70km to 30km, 40 volleys of Cannon fire are fired, at 1 / 2gs&lt;br /&gt;
### 40 volleys x 2gs = 80 gs time taken to close&lt;br /&gt;
### 40km / 80gs = 0.5 km/s&lt;br /&gt;
## This was also cross checked with a (hacked) Stingray launcher (zero damage, 75km range, 100 rounds) as the timer. &lt;br /&gt;
### Closing from 75km to 0km. 10 rounds fired. Stingray fire rate is 1 / 15 or 16gs [in Aggressive Mode]&lt;br /&gt;
### 10 x 15 gs = Time taken was 150 - 160 gs, &lt;br /&gt;
### 75km / 150 gs = 0.5 km/s&lt;br /&gt;
# The fire rate for missiles varies with the attack mode, but the fire rate for cannon type weapons seems to be unchanged. See more below.&lt;br /&gt;
# Or it&#039;s just barely possible that the fire rate, and the closing speed, both change by the same margin and remain in the same ratio.&lt;br /&gt;
## However I think this is unlikely and it violates Occam&#039;s Razor.&lt;br /&gt;
## Also, even if true, it doesn&#039;t really make any difference.&lt;br /&gt;
# The initial opening range on the Interception Window is 75km (600 distance units). &lt;br /&gt;
## That is the maximum distance visible, at the top of the window. Opening range = maximum range. &lt;br /&gt;
## UFOs seem to often settle at 70km range, if they are able to control the range. &lt;br /&gt;
## XComUtil does not let you enter a weapon range value above 75km. Probably Scott Jones was aware of this limit.&lt;br /&gt;
# Clearly, the Geoscape phase of Interception is different from the Interception Window&lt;br /&gt;
## Geoscape time freezes while you are in the Interception window&lt;br /&gt;
## Nothing happens at all until you hit the first button, so there&#039;s no rush&lt;br /&gt;
## On the Geoscape, relative aircraft speed is highly significant to whether an interception is possible. &lt;br /&gt;
## Possibly so is Acceleration (recent suggestions however that Acceleration is completely ignored).&lt;br /&gt;
# Caveats&lt;br /&gt;
## I didn&#039;t try multiple aircraft interceptions. Maybe these are different.&lt;br /&gt;
## I only tried one target type, a Small Scout (speed 2200 kts). It would be prudent to try other target types though. &lt;br /&gt;
## I think there&#039;s enough granularity in the tests I did (45 data points, greater than 100% difference in speed and acceleration between Interceptor and Avenger). But more is always good. &lt;br /&gt;
## I didn&#039;t test the speed of breaking off, or the speed of opening range after the initial closing. It&#039;s possible this is affected by aircraft speed and/or relative speed, and/or by acceleration. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:38, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Control of Range ===&lt;br /&gt;
&lt;br /&gt;
In general, the craft with the higher airspeed is able to control the engagement range within the Interception Window. Reportedly, Aggressive mode can override this behaviour for a short period of time. On the other hand, it may just be that the target is travelling below its maximum airspeed, as UFOs often do, but then accelerates to maximum speed to avoid a range it does not prefer to be at. &lt;br /&gt;
&lt;br /&gt;
Update: An XCom craft with equal airspeed (Interceptor buffed to 2200 vs Small Scout @ 2200) can move to any desired range. A UFO with equal airspeed is unable to break off. So it seems that superior airspeed is required to break off, but equal airspeed is sufficient to control range. Or it may be simpler than that: if the opponent can&#039;t break off, then the attacker can always control the range. [[User:Spike|Spike]] 20:09, 13 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Question: Is it ever impossible for an XCom craft to break off from a UFO, due to the UFO&#039;s higher speed and/or aggression? I don&#039;t think so. The rules seem pretty different for UFOs, as opposed to XCom craft. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No. The code is written so that if the UFO has a higher maximum speed, the Xcraft can never disengaged.&#039;&#039; [[User:Morgan525|Tycho]] 06:46, 3 July 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Question: do UFOs attempt to hold an advantageous stand off range, as XCom craft do in Cautious and Standard attack modes? &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No. The interception routine is strictly one-sided. The player chooses the range and when to attack. The UFO only responds if the Xcrafts comes into its weapon&#039;s range.&#039;&#039;[[User:Morgan525|Tycho]] 06:46, 3 July 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Question: Do UFOs use Attack modes in the same way that XCom craft do, and if so, what are the effects?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No. UFOs fire rate is based on an internal timer, which is reduced according to the game&#039;s difficulty level. &#039;&#039; [[User:Morgan525|Tycho]] 06:46, 3 July 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Standoff Is Independent of Range === &lt;br /&gt;
&lt;br /&gt;
Even if the range of a weapon is hacked to equal or exceed standoff range, it does not fire when in Standoff mode (or in Disengage). So Standoff mode also appears to mean &amp;quot;Weapons Safe&amp;quot;. In fact, with a hacked weapon range, you can have the curious phenomenon that the craft actually &#039;&#039;pulls back&#039;&#039; from Standoff range (70km) to maximum firing range (eg 75km) when ordered into a Standard/Cautious attack. &lt;br /&gt;
&lt;br /&gt;
= Alien Behaviour =&lt;br /&gt;
&lt;br /&gt;
== General Notes ==&lt;br /&gt;
&lt;br /&gt;
The game provides very little access to UFO/USO behaviour, so understanding of UFO/USO mechanics is sketchier and information is harder to come by. However there are some facts to go on and some useful findings from code decompilation. &lt;br /&gt;
&lt;br /&gt;
UFO craft weapons have a weapon strength and weapon range value stored in the game executable in the [[Talk:GEOSCAPE.EXE#Craft_type_data|structCraftData]] format. This is the same structure that stores their speed, damage capacity, and size. &lt;br /&gt;
&lt;br /&gt;
UFOs are capable of attempting to hold range, to close, and to break off, just like XCom aircraft. The behaviour is not well understood but appears in part to be influenced by the Attack mode of the XCom craft. Of course, initiating an attack often has an effect on this behaviour (e.g. the UFO attempts to break off).&lt;br /&gt;
:&#039;&#039;UFOs are incapable of holding range or closing on their own initative.  The player&#039;s choice of attack mode is the only factor that determines range.  The only independent action a UFO can take is escape if the UFO is faster than the Xcraft and its escape timer has reached zero.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== UFO Rate of Fire Mechanics ==&lt;br /&gt;
&lt;br /&gt;
There is a value in structCraftData (at offset 0x10) which has a bearing on UFO weapons. This value ranges from 56 (decimal) for the smaller UFOs (including the unarmed Small Scout), down to 24 for the 3 largest types: Terror Ship, Supply Ship, Battleship. This is  the base fire interval for the UFO weapon. &lt;br /&gt;
&lt;br /&gt;
Seb76 has found from inspection that the firing interval varies randomly by 100%-200% of this base value, reduced by 2*Difficult Level (i.e. faster firing at higher difficulty level). (XCom craft weapon firing rates are not affected by Difficulty Level).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; A countdown is stored in CRAFT.DAT at offset 0x26 and when it hits 0, the UFO fires. It is reset for the next shot with this formula:&lt;br /&gt;
&lt;br /&gt;
 tmp = offset10-2*difficultyLevel&lt;br /&gt;
 nextShot = RAND(0,tmp)+tmp&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So the average firing interval will be &lt;br /&gt;
&lt;br /&gt;
 1.5 x (structCraftData offset 0x10 - 2 x Difficulty)&lt;br /&gt;
&lt;br /&gt;
=== Effect of Attack Mode on UFO RoF ===&lt;br /&gt;
&lt;br /&gt;
From the formula above it does not seem the UFO RoF varies based on either XCom or Alien attack mode - Aggressive, Cautious, Defensive. This would fit with the UFO weapon being a &amp;quot;plasma cannon&amp;quot; type of weapon. &lt;br /&gt;
&lt;br /&gt;
== UFO Damage Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Damage inflicted by alien craft is 0-100% of the listed weapon power (damage), which again should be interpreted as a maximum damage value. In this case the expected average damage per hit will be approximately 50% of the UFO/USO&#039;s listed weapon power.&lt;br /&gt;
&lt;br /&gt;
This has been discovered by decompilation analysis performed by Morgan525/Tycho. See [[User:Morgan525#Comparison_of_Damage_routines]]&lt;br /&gt;
&lt;br /&gt;
== UFO Accuracy Mechanics ==&lt;br /&gt;
&lt;br /&gt;
... if the code is to be believed, UFOs have a 40.59% chance of missing in a perfect world, but the random number generator isn&#039;t perfect, so it&#039;s probably skewed in some direction. It doesn&#039;t appear to be modified by anything, at all. Here&#039;s a snippet:&lt;br /&gt;
&amp;lt;pre&amp;gt;.text:004470B7 6A 64                         push    100&lt;br /&gt;
.text:004470D5 E8 76 67 FF FF                call    GetRandom_0_n&lt;br /&gt;
.text:004470DA 83 C4 04                      add     esp, 4&lt;br /&gt;
.text:004470DD 66 3D 28 00                   cmp     ax, 40&lt;br /&gt;
.text:004470E1 0F 86 C4 00 00 00             jbe     exit&amp;lt;/pre&amp;gt;&lt;br /&gt;
:This could be translated to C as &amp;quot; if(GetRandom_0_n(100) &amp;lt;= 40) { return; } &amp;quot;, for the most part. What this does is skip all of the damage and destruction code if that GetRandom_0_n call rolls 0 through 40, for 41 values, out of 101 total possibilities. I am fairly certain that I recall UFOs missing frequently, as well. --[[User:Xusilak|Xusilak]] 15:36, 11 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
UFOs have a flat 60% accuracy which is not affected by game difficulty, UFO size, or Xcraft attack stance. [[User:Morgan525|Tycho]] 06:50, 3 July 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[UFO Extender]] / [[TFTDextender]] provide an [[User:Morgan525#Functions_used_in_UFOextender.27s_new_interception_routines|option]] for UFO accuracy to vary with the difficulty level and X-craft attack mode. The difficulty level is independent of game difficulty and selected by the user in the INI.&lt;br /&gt;
&lt;br /&gt;
= General Behaviour =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Survival Time of Multiple Attackers ==&lt;br /&gt;
&lt;br /&gt;
Engaging a UFO with more than one attacking aircraft makes the UFO split its fire. This gives the attacking aircraft more time to perform attacks, before either being destroyed or being forced to disengage. &lt;br /&gt;
&lt;br /&gt;
The following table gives the increased average survival time of attacking ships. The test scenario used XCom craft in Aggressive mode. The UFO was a Terror Ship. The test scenario did not consider survival by eliminating the UFO (the XCom craft were effectively unarmed). This was a pure endurance situation, the worst case scenario. &lt;br /&gt;
&lt;br /&gt;
 # of Attackers  Avg Survival Time  Expected  Deviation&lt;br /&gt;
     1           1.0 - nominal      1.0       100% nominal&lt;br /&gt;
     2           1.5                2.0       75%&lt;br /&gt;
     3           2.5                3.0       83.33% (5/6)&lt;br /&gt;
     4           3.0                4.0       75%&lt;br /&gt;
&lt;br /&gt;
This is a slightly surprising result. In principle, if the total damage output of the UFO was constant, the average survival time would just be divided by the number of attackers; e.g. 2x as long for 2 attackers, 3x as long for 3 attackers, etc. The UFO actually seems to be doing &amp;lt;b&amp;gt;more&amp;lt;/b&amp;gt; damage, or killing targets faster, when facing multiple XCom opponents. This is a result that requires an explanation. The survival time is measured in (zero-damage) rounds fired by the XCom aircraft. So another possibility is that the XCom aircraft are somehow able to fire more rounds when multiply engaged. However I don&#039;t think this is the case. It was not systematically tested but the XCom fire rates do not seem to increase noticeably when multiply engaged.&lt;br /&gt;
&lt;br /&gt;
: The results for 1, 2 and 4 attackers would be consistent with the UFO going into Aggressive Mode from Standard Mode when faced with multiple attackers. This would increase its RoF by 1/3, giving a 4/3 firepower increase and thus a 3/4 survival time for XCom. The attack mode is saved in INTER.DAT. It would be worth comparing saves of a single XCom interceptor with saves of multiple interceptors, and seeing what attack mode the UFO is in. Also to retest with more granularity (Cannon instead of Avalanche timers), in case the data for 3 attackers is actually nearer 2.25 = 75% [[User:Spike|Spike]] 16:13, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
So faced with multiple opponents, the rate of damage inflicted by the UFO seems to increase. Maybe this literally is a fudge factor, inserted by the game programmers to prevent these mobbing tactics from being too effective. Or it could be a consequence of something similar to an Attack Mode, for UFOs. Or it might be just an artefact of the test scenario - for example, in the test the UFOs were not taking any damage, perhaps this enables them to be more aggressive.&lt;br /&gt;
&lt;br /&gt;
= TFTD Submarine Combat Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Rate of Fire ==&lt;br /&gt;
&lt;br /&gt;
=== Empirical Data ===&lt;br /&gt;
&lt;br /&gt;
1. In multiples of the reload time of a Gas Cannon (shown as &#039;1&#039; below), reload times of other weapons are as follows:&lt;br /&gt;
&lt;br /&gt;
 Weapon Cau Std Agg&lt;br /&gt;
 Gas      1   1   1&lt;br /&gt;
 Ajax    16  12   8&lt;br /&gt;
 DUP     24  18  12&lt;br /&gt;
 Gauss    6   6   6&lt;br /&gt;
 Sonic    6   6   6&lt;br /&gt;
 PWT     16  12   8 &lt;br /&gt;
&lt;br /&gt;
2. This is exactly the same as the equivalent EU craft weapons.&lt;br /&gt;
&lt;br /&gt;
3. Range has absolutely no effect on these relative rates of fire / reload rates.&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
[[Talk:Sub_Armaments#USO_observed_rates_of_fire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* Seems to be evidence from the special case of Ajax vs Survey Ship (base damage 60 vs damage capacity 60) that combat processing is aborted immediately upon a crash or destroyed result. &lt;br /&gt;
* Also seems to be some evidence that to-hit and damage for a salvo is resolved with only one roll for each missile/round, not two independent rolls. (There was a comment to the effect that the RNG is primitive, the rolls are resolved microseconds apart, so the results are likely to be very similar.)&lt;br /&gt;
* If true, the 2 preceding points probably also apply to XCOM:EU.&lt;br /&gt;
* found offsets for Craft Weapons - see [[Talk:GEOSCAPE.EXE#TFTD_Sub_weapon_stats]]&lt;br /&gt;
** also need to locate USO stats / Sub stats&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Avenger&amp;diff=64825</id>
		<title>Talk:Avenger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Avenger&amp;diff=64825"/>
		<updated>2015-05-31T22:07:51Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* A peculiarity on the battlescape */&lt;/p&gt;
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&lt;div&gt;It does seem like the Avenger is the ultimate craft.   The only thing it doesn&#039;t seem to be best at is loiter time -- the Skyranger can patrol an area for much longer looking for an enemy base or watching an area that doesn&#039;t have radar coverage.   In addition to being faster, tougher, heavily armed, and transporting more soliders, the Avneger also seems to have better fuel-efficiency -- being faster, it can intercept a UFO in less time and thus burn less Elerium-115.   Being faster, it can transport a squad to a crash site using less Elerium-115 than a Lightning.&lt;br /&gt;
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Is there any reason NOT to replace all my Firestorms with Avengers?   Should I have nothing but Avengers for air-superiority and transport, and only keep a couple Skyrangers around for specialized tasks?&lt;br /&gt;
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[[User:Eric|Eric]] 22:56, 6 January 2007 (PST)&lt;br /&gt;
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: Well, I suppose there&#039;s the long downtime the Avengers tend to have if you like to go on frequent agressive attacks on Battleships. And if you don&#039;t recover the amount of elerium you use for fuel in the missions, you&#039;ll end up with lots of pretty and expensive Hangar ornaments. &lt;br /&gt;
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: Otherwise, if you&#039;ve got the elerium stocks to support them, there&#039;s no reason not to convert your attackers to Avengers. If you&#039;ve got a supply ship farm nearby, maintaining an Avenger fleet is certainly viable. &lt;br /&gt;
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: I&#039;d actually replace the Firestorms with Interceptors and keep a few emergency Avengers on standby - but that&#039;s only how I&#039;d approach it if I were faced with that scenario. -[[User:NKF|NKF]]&lt;br /&gt;
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Right.   So the Avenger is the ultimate UFO-tech craft, but as you say, Interceptors still have their uses.&lt;br /&gt;
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But, what really surprised me was that the Avenger isn&#039;t more of an Elerium-115 hog than the Firestorm or Lightning.   If you&#039;re intercepting something, the Avenger will spend less time in the air = less fuel used.   If I were to mod the game, that&#039;s something I would change... those twin nacelles with their respective power sources would consume twice the Elerium-115 per hour of the smaller single-engined craft like the Firestorm/Lighting.&lt;br /&gt;
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[[User:Eric|Eric]] 06:58, 9 January 2007 (PST)&lt;br /&gt;
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Yeah, I have to say its always been one of the weak spots of the game for me, you shouldnt really have one weapon system that makes everything else almost entirely redundant. The firestorm should have been the fastest, and elerium efficient, but a bit weak for taking on anything too tough, and of course no crew space as now (or maybe at most have a 2 man crew, so you could have used them on small/tiny mop ups), the Lightning should have been the same basically - just a jack of all trades in between the other two Hybrids extremes in each area, so it can fill in whatever is needed in an area, and the avenger should have still been big, tough, heavy, but slower that the other two and more fuel hungry due to its size, so you would really prefer only to send it out when needed.&lt;br /&gt;
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Making the old human tech either superfluous, or having a very much niche role is fine of course, fits in with the games theme/scenario. Developing technologies that are almost entirely redundant 6 or 7 days later in some cases is just silly.&lt;br /&gt;
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--[[User:Sfnhltb|Sfnhltb]] 15:33, 1 March 2007 (PST)&lt;br /&gt;
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== Damage repair rate exactly equal? ==&lt;br /&gt;
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Comparing with the [[Firestorm]] article, it says there the repair rate is 4.8% per day (not 5% as it says here). This suggests that the repair rate of Firestorm and Avenger is not &amp;quot;approximately&amp;quot; equal but exactly equal - 24 points per day (1 point per hour?). Should we change the main article? Also, I tested damage on an Interceptor (100 points) and it repairs at 1%/hour, so also = 1 pt/hr, 24pts/day. Sounds like all aircraft repair at 1pt/hr?&lt;br /&gt;
[[User:Spike|Spike]] 09:16, 5 April 2008 (PDT)&lt;br /&gt;
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:I must&#039;ve missed the &amp;quot;Approximately&amp;quot; when I corrected the article(It used to claim that the Firestorm repaired at 5% per day, which is close enough to the actual 4.8% to it have been an honest error). It was finally determined in late October last year that, indeed, all craft repair at 1 HP/hour. [[Talk:Repairs]] is the relevant discussion. Feel free to remove that word at your leisure. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:22, 5 April 2008 (PDT)&lt;br /&gt;
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::You are correct concerning the 1 point per hour: the engine decreases the damage level ([[CRAFT.DAT]], offset 0xA) by one hourly for all xcom ships in &#039;repairing&#039; state (offset 0x2A set to 2). I can provide you with an &#039;instant ship repair&#039; patch if you don&#039;t believe me ;-) [[User:Seb76|Seb76]] 07:17, 6 April 2008 (PDT)&lt;br /&gt;
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:::Changes made; thanks guys. [[User:Spike|Spike]] 10:49, 6 April 2008 (PDT)&lt;br /&gt;
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When engaging a battleship, it is more or less imperative to send in 4 Avengers at once, in order to bring it down quicker (so it get&#039;s off fewer shots), and also to hopefully share out the damage which will shorten the repair time. 600 damage distributed to 4 craft, which are EACH repaired at 1 HP per hour will complete in 4 times faster than the time of 600 HP on 1 craft. -[[User:Jasonred|Jasonred]] 23:24, 18 March 2009(PDT)&lt;br /&gt;
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: Just thought I&#039;d move this bit for a moment. I don&#039;t think we&#039;ve confirmed whether the UFOs do indeed split attacks amongst the individual ships, since return fire rates vary depending on the individual ships&#039; range to the UFO. One at aggressive rang would be under attack more frequently than one in cautious range. &lt;br /&gt;
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: Myself, I find one or two Avengers is enough as you can rely more on Interceptors for non-battleship encounters, which would offer it plenty of time to rest between sorties, however I won&#039;t dispute that multiple Avengers will take down the battleship faster, resulting in less attacks on the ships, thus less damage overall. &lt;br /&gt;
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: Now, two Avengers is the absolute minimum if you MUST take down a battleship with cannons. Though I don&#039;t think that deserves any mention - as these are words of a madman. Mad I say! -[[User:NKF|NKF]] 06:46, 18 March 2009 (EDT)&lt;br /&gt;
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:: I&#039;ve come to the *temporary* conclusion that it does NOT split it&#039;s attacks... which is not THAT bad, as there are ways around this problem.&lt;br /&gt;
:: If UFOs DID split their attacks, it would make sending in multiple ships 16 times as good, not 4 times. Let me give an example scenario, using round numbers to make things easier&lt;br /&gt;
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A) 1 UFO with 1000 HP, shoots for 10 damage. 1 Xcraft, 2000 HP, shoots for 10 damage, same rate of fire as UFO.&lt;br /&gt;
Xcraft shoots 100 times, UFO shoots 100 times, Xcraft takes 1000 damage.&lt;br /&gt;
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B) 1 UFO, 4 Xcraft. UFO gets to shoot at all Xcraft at same time.&lt;br /&gt;
Xcraft shoot 25 times each, UFO shoots 25 times at each Xcraft. Each Xcraft takes 250 damage, total 1000.&lt;br /&gt;
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C) 1 UFO, 4 Xcraft. UFO splits it&#039;s shots.&lt;br /&gt;
Xcraft shoot 25 times each, UFO shoots 25 times total. Each Xcraft takes 62.5 damage average, 250 total.&lt;br /&gt;
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As we can see, if Battleships really did split their shots, Avengers should end up taking 1/16th as much damage as they normally do... which I&#039;m pretty sure they don&#039;t.&lt;br /&gt;
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I think that the coding merely says &amp;quot;If using Aggresive Attack, make UFO fire with X frequency on this engaging craft&amp;quot;... nothing about having to split shots among targets.&lt;br /&gt;
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I&#039;m going to test this once I have 4 avengers... basically, my test will be to send out UNARMED avengers. Then I will time how long it takes a *Medium Scout* (the lower damage will give smoother average times than the battleship) to destroy 1 avenger, repeat a few times, take the average, then compare this vs 4 avengers.&lt;br /&gt;
My money is on non-splitting. - [[User:Jasonred|Jasonred]] 01:48, 19 March 2009 (PDT)&lt;br /&gt;
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: My guess is that each interception window is independent - whatever happens in each one will behave like a separate interception. The only common thing shared between the intercept panels would be the hitpoints and the movement of the UFO should it choose to flee (from a slower ship). So when one ship is at Aggressive range (1km), it&#039;ll fight it out at its own pace and not influence the battle of combat for another ship that&#039;s fighting at 55km range. Basically the battleship will be firing at equal intervals at each X-COM ship as if it were in one-on-one combat with each one, but receiving more damage in return due to the large number of ships attacking it at the same time. Best theory I have anyway. Would be nice if we could pause the game and activate all set all the attack modes at the same time to allow simultaneous approaches to get a more accurate test. As it is, we have to account for the short gap of time as you move the cursor between the intercept panels! -[[User:NKF|NKF]] 02:30, 19 March 2009 (EDT)&lt;br /&gt;
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You can reduce the affect of that gap of time by arming the avengers with weaker weapons... as the total combat time increases, that little gap of time becomes less significant.&lt;br /&gt;
Anyhow, good way of putting it... each window is independant, only affecting the total hitpoints.  [[User:Jasonred|Jasonred]] 03:40, 19 March 2009 (EDT)&lt;br /&gt;
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MASSIVE UPDATE:&lt;br /&gt;
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Yup, I confirmed it... the battleship does NOT shoot at all your craft at the same time, it actually has to divide the shots out among your ships.&lt;br /&gt;
In other words, your REALLY SHOULD build multiple Avengers to fight Battleships... assuming you want to fight battleships at all, of course.&lt;br /&gt;
FYI, my test consisted of sending 3 unarmed avengers to fight a battleship... spotted a battleship and saved. Then send them in to intercept, aggresive attack 1 by 1... yup, battleship doing nice steady rapid damage. Now multiple intercept, some quick clicking skills and... ah.. battleship is concentrating on first avenger. With the occasional potshot on 2 and 3. Then it kills ship 2 with the occasional shot on 3. Then kills 3 as normal.&lt;br /&gt;
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&amp;quot;be nice if we could pause the game and activate all set all the attack modes at the same time to allow simultaneous approaches to get a more accurate test. As it is, we have to account for the short gap of time as you move the cursor between the intercept panels!&amp;quot; - we were wrong, NKF. I also thought that the fact that your first ship takes a much bigger beating than your other ships was because we were not clicking fast enough... it turns out that it wasn&#039;t our fault, that battleship just concentrates most of it&#039;s fire on 1 ship at a time.&lt;br /&gt;
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So, overall, I would say... MUCH better to go in with 4 ships at once, rather than soloing that battleship.&lt;br /&gt;
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HOWEVER... this also presents the viable strategy of, as someone long ago suggested, trying to kill a battleship with 1 skyranger and 3 interceptors... just have to send the skyranger in first... hey, even if it crashes, that&#039;s only $500k and a few days before you get a new one, right?&lt;br /&gt;
Alternatively, 1 Avenger leading the attack, + 3 Interceptors... just cross your fingers that the potshots don&#039;t down those interceptors.&lt;br /&gt;
[[User:Jasonred|Jasonred]] 18:41, 20 March 2009 (EDT)&lt;br /&gt;
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: On an earlier note: I think the whole Avenger vs. Firestorm at 60% issue has just been clouded and just made the original message more confusing than it was. I don&#039;t think it was implied that the 60% meant equal loss of hitpoints - far from it. The Avenger, thanks to its greater hitpoints, makes players more careless to the point that they let the Avenger take more damage (since it can). They may then break off the attack once damage hits the half way mark (or any arbitrary &amp;quot;stop-now-before-its-too-late!&amp;quot; mark of your choosing). If I can get some free time in the next day or two, I&#039;ll take a shot at revising it - hopefully without losing the message. -[[User:NKF|NKF]] 02:54, 22 March 2009 (EDT)&lt;br /&gt;
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::&amp;quot;The Avenger&#039;s high hit points frequently trick inexperienced commanders into making an Avenger solo a Battleship&amp;quot; ... I think that reflects it. ... anyhow, a lot of people are confused about the avengers... I keep reading stuff about hybrid craft being &amp;quot;complex&amp;quot; and thus being slower to repair. The avenger is infamous for being grounded for over a month... it&#039;s a huge misconception that this is due to some disadvantage of the avenger over other aircraft. A previous article went along the lines of &amp;quot;the greatest strength is also it&#039;s greatest weakness&amp;quot; sort of stuff. [[User:Jasonred|Jasonred]] 07:35, 22 March 2009 (EDT)&lt;br /&gt;
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:::You&#039;re probably thinking of soldier hitpoints with that comment. Isn&#039;t it also true that that the Avenger is put at a disadvantage by this? See, on the one hand, the advantage is that you survive better because you can withstand the attacks more thanks to having more hitpoints. No other aircraft can boast this. That&#039;s one of the traits that make the Avenger stand out amongst them. But on the other hand, because the Avenger can withstand more damage, you end up paying dearly for it with longer downtime if you let it get badly damaged.  Ship and soldiers basically trade off better survivability for a longer recuperation time, so there&#039;s two sides to it. HWPs on the other hand are a counter-example where high hitpoints are nothing but an advantage, since they have no downtime. -[[User:NKF|NKF]] 14:08, 22 March 2009 (EDT) &lt;br /&gt;
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: Nope. Absolutely no disadvantage to have higher HP than lower HP. I challenge you to present me any possible scenario where it is better to have lower HP.&lt;br /&gt;
When an airplane receives X damage, there are only 2 possibilities. Either it will be in repairs for X hours. OR it will be destroyed.&lt;br /&gt;
Same for high Health soldiers... Any troop that receives Y an amount of damage will either survive, and need Y +/- random integer number of days to recover, OR he will die outright.&lt;br /&gt;
Having high health simply has the effect that, instead of dying, you get put into repairs/ recovery.&lt;br /&gt;
Compare 2 soldiers. One has 50 health, the other has 100 health. Both soldiers receive 30 damage. Behold... both soldiers spend around 30 days in recovery. Later, both soldiers receive 80 damage. One spends 80 days in recovery, the other is DEAD.&lt;br /&gt;
There is NO TRADE OFF AT ALL. It is always better to have higher max health. [[User:Jasonred|Jasonred]] 17:44, 22 March 2009 (EDT)&lt;br /&gt;
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: I &#039;&#039;never&#039;&#039; said high health was a disadvantage (or that low hitpoints was better). It&#039;s the disadvantage of high health that I&#039;m referring to.  As health loss is correlated with rest time, it&#039;s definitely a trade-off: you soak up more damage - you jolly well rest more. Those with high hit points just have more to lose. Surviving the attack with high/low hitpoints is another topic of discussion entirely. &lt;br /&gt;
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: Since the Avenger has lots of health to lose, is it not put at a disadvantage with its long downtime if the player &#039;&#039;willingly&#039;&#039; lets it get badly damaged? It&#039;s careless on the part of the player, but is often caused as a direct result of the Avenger being able to sustain more damage than any other aircraft. With the other aircraft, you can&#039;t afford to soak up too much damage so players will have them break off from combat sooner to minimize their losses. &lt;br /&gt;
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: The 1% health scalar between the various ships are definitely different, but most players will probably not be thinking in terms of actual hitpoints and actual damage dealt, but instead will judge based off the percentage indicator when they should start backing off. The percentage is visible - exact hitpoints and damage values are not. That was why the example of 60% damage between the Avenger and Firestorm was used. It wasn&#039;t implying the actual health loss was 1:1. It&#039;s just a different way of interpreting the data. -[[User:NKF|NKF]] 02:10, 23 March 2009 (EDT)&lt;br /&gt;
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:: So... what you are saying is... RECEIVING damage is a bad thing? ... um... ok. Maybe I couldn&#039;t see the forest for the trees or something. ... Actually, I thought it was obvious? ...&lt;br /&gt;
:: Ah... yes, from this light, the HWPs really have a huge advantage... other than a loss in accuracy, there are NO ILL EFFECTS from receiving damage... as long as they don&#039;t actually get destroyed, you are golden!&lt;br /&gt;
:: Your &amp;quot;aircraft breaking off&amp;quot; scenario doesn&#039;t really happen to me much... I only engage battleships in midair IF I HAVE TO... like for a critical base defence which I might fail, or for a desperate attempt to stop an infiltration. ... For those situations, failure is not an option, so I always I engage either with at least an Avenger or multiple aircraft.&lt;br /&gt;
:: During my noob days, I did commit the stupid mistake of using a single Avenger to shoot down BOTH battleships during the Infiltration mission, 1 after another... that was bad, landed my Avenger in repairs for so freaking long... the next time, I used 5 avengers, 4 on battleship A, the badly damaged avenger heads back, and the 4 others whack Battleship B.&lt;br /&gt;
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:: &amp;lt;b&amp;gt;I &#039;&#039;never&#039;&#039; said high health was a disadvantage (or that low hitpoints was better). It&#039;s the disadvantage of high health that I&#039;m referring to.&amp;lt;/b&amp;gt; --&amp;gt; Maybe I&#039;m stupid or something, but it seems to me that these are almost the same thing. Anyhow, yes, I am also saying there is no real disadvantage OF high health. The only disadvantage is that newbie commanders get tricked by a false sense of security. By that argument, Power Armor has a disadvantage compared to Coveralls --&amp;gt; commanders tend to get a little more cocky once they have the whole squad in power armor, compared to no armor at all.&lt;br /&gt;
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[[User:Jasonred|Jasonred]] 06:57, 23 March 2009 (EDT)&lt;br /&gt;
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== Proposal: split air strategies into a new page == &lt;br /&gt;
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As of the recent discussions, I think we&#039;ve since gone way past the whole intent of the Avenger page, which is to describe the Avenger and what it can do. Instead we&#039;ve derailed and gone right into what I would classify as general interception strategies. All arguments for the various methods are perfectly valid, but I dare say they deserve a brand new section of their own (with a shiny new spiffy link on the main UFO menu). Any in favour of that? &lt;br /&gt;
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Come to think of it, the structure of all of the aircraft pages deserve a bit of a re-think. The &amp;quot;How to Use It&amp;quot; section in particular is a bit all over the place, and should probably be split into several sections. Hopefully in smaller bite sized chunks. -[[User:NKF|NKF]] 02:54, 22 March 2009 (EDT)&lt;br /&gt;
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== A peculiarity on the battlescape ==&lt;br /&gt;
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It may or may not be specific to OpenXcom, but at least in this version, soldiers at the front of the Avenger (i.e., those farthest from the door) can look out through the craft&#039;s windshield if they just turn around. This doesn&#039;t seem to happen with the Skyranger. [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 18:07, 31 May 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Avenger&amp;diff=64824</id>
		<title>Talk:Avenger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Avenger&amp;diff=64824"/>
		<updated>2015-05-31T22:07:31Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* A peculiarity on the battlescape */ new section&lt;/p&gt;
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&lt;div&gt;It does seem like the Avenger is the ultimate craft.   The only thing it doesn&#039;t seem to be best at is loiter time -- the Skyranger can patrol an area for much longer looking for an enemy base or watching an area that doesn&#039;t have radar coverage.   In addition to being faster, tougher, heavily armed, and transporting more soliders, the Avneger also seems to have better fuel-efficiency -- being faster, it can intercept a UFO in less time and thus burn less Elerium-115.   Being faster, it can transport a squad to a crash site using less Elerium-115 than a Lightning.&lt;br /&gt;
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Is there any reason NOT to replace all my Firestorms with Avengers?   Should I have nothing but Avengers for air-superiority and transport, and only keep a couple Skyrangers around for specialized tasks?&lt;br /&gt;
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[[User:Eric|Eric]] 22:56, 6 January 2007 (PST)&lt;br /&gt;
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: Well, I suppose there&#039;s the long downtime the Avengers tend to have if you like to go on frequent agressive attacks on Battleships. And if you don&#039;t recover the amount of elerium you use for fuel in the missions, you&#039;ll end up with lots of pretty and expensive Hangar ornaments. &lt;br /&gt;
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: Otherwise, if you&#039;ve got the elerium stocks to support them, there&#039;s no reason not to convert your attackers to Avengers. If you&#039;ve got a supply ship farm nearby, maintaining an Avenger fleet is certainly viable. &lt;br /&gt;
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: I&#039;d actually replace the Firestorms with Interceptors and keep a few emergency Avengers on standby - but that&#039;s only how I&#039;d approach it if I were faced with that scenario. -[[User:NKF|NKF]]&lt;br /&gt;
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Right.   So the Avenger is the ultimate UFO-tech craft, but as you say, Interceptors still have their uses.&lt;br /&gt;
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But, what really surprised me was that the Avenger isn&#039;t more of an Elerium-115 hog than the Firestorm or Lightning.   If you&#039;re intercepting something, the Avenger will spend less time in the air = less fuel used.   If I were to mod the game, that&#039;s something I would change... those twin nacelles with their respective power sources would consume twice the Elerium-115 per hour of the smaller single-engined craft like the Firestorm/Lighting.&lt;br /&gt;
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[[User:Eric|Eric]] 06:58, 9 January 2007 (PST)&lt;br /&gt;
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Yeah, I have to say its always been one of the weak spots of the game for me, you shouldnt really have one weapon system that makes everything else almost entirely redundant. The firestorm should have been the fastest, and elerium efficient, but a bit weak for taking on anything too tough, and of course no crew space as now (or maybe at most have a 2 man crew, so you could have used them on small/tiny mop ups), the Lightning should have been the same basically - just a jack of all trades in between the other two Hybrids extremes in each area, so it can fill in whatever is needed in an area, and the avenger should have still been big, tough, heavy, but slower that the other two and more fuel hungry due to its size, so you would really prefer only to send it out when needed.&lt;br /&gt;
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Making the old human tech either superfluous, or having a very much niche role is fine of course, fits in with the games theme/scenario. Developing technologies that are almost entirely redundant 6 or 7 days later in some cases is just silly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Sfnhltb|Sfnhltb]] 15:33, 1 March 2007 (PST)&lt;br /&gt;
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== Damage repair rate exactly equal? ==&lt;br /&gt;
&lt;br /&gt;
Comparing with the [[Firestorm]] article, it says there the repair rate is 4.8% per day (not 5% as it says here). This suggests that the repair rate of Firestorm and Avenger is not &amp;quot;approximately&amp;quot; equal but exactly equal - 24 points per day (1 point per hour?). Should we change the main article? Also, I tested damage on an Interceptor (100 points) and it repairs at 1%/hour, so also = 1 pt/hr, 24pts/day. Sounds like all aircraft repair at 1pt/hr?&lt;br /&gt;
[[User:Spike|Spike]] 09:16, 5 April 2008 (PDT)&lt;br /&gt;
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:I must&#039;ve missed the &amp;quot;Approximately&amp;quot; when I corrected the article(It used to claim that the Firestorm repaired at 5% per day, which is close enough to the actual 4.8% to it have been an honest error). It was finally determined in late October last year that, indeed, all craft repair at 1 HP/hour. [[Talk:Repairs]] is the relevant discussion. Feel free to remove that word at your leisure. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:22, 5 April 2008 (PDT)&lt;br /&gt;
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::You are correct concerning the 1 point per hour: the engine decreases the damage level ([[CRAFT.DAT]], offset 0xA) by one hourly for all xcom ships in &#039;repairing&#039; state (offset 0x2A set to 2). I can provide you with an &#039;instant ship repair&#039; patch if you don&#039;t believe me ;-) [[User:Seb76|Seb76]] 07:17, 6 April 2008 (PDT)&lt;br /&gt;
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:::Changes made; thanks guys. [[User:Spike|Spike]] 10:49, 6 April 2008 (PDT)&lt;br /&gt;
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When engaging a battleship, it is more or less imperative to send in 4 Avengers at once, in order to bring it down quicker (so it get&#039;s off fewer shots), and also to hopefully share out the damage which will shorten the repair time. 600 damage distributed to 4 craft, which are EACH repaired at 1 HP per hour will complete in 4 times faster than the time of 600 HP on 1 craft. -[[User:Jasonred|Jasonred]] 23:24, 18 March 2009(PDT)&lt;br /&gt;
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: Just thought I&#039;d move this bit for a moment. I don&#039;t think we&#039;ve confirmed whether the UFOs do indeed split attacks amongst the individual ships, since return fire rates vary depending on the individual ships&#039; range to the UFO. One at aggressive rang would be under attack more frequently than one in cautious range. &lt;br /&gt;
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: Myself, I find one or two Avengers is enough as you can rely more on Interceptors for non-battleship encounters, which would offer it plenty of time to rest between sorties, however I won&#039;t dispute that multiple Avengers will take down the battleship faster, resulting in less attacks on the ships, thus less damage overall. &lt;br /&gt;
&lt;br /&gt;
: Now, two Avengers is the absolute minimum if you MUST take down a battleship with cannons. Though I don&#039;t think that deserves any mention - as these are words of a madman. Mad I say! -[[User:NKF|NKF]] 06:46, 18 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve come to the *temporary* conclusion that it does NOT split it&#039;s attacks... which is not THAT bad, as there are ways around this problem.&lt;br /&gt;
:: If UFOs DID split their attacks, it would make sending in multiple ships 16 times as good, not 4 times. Let me give an example scenario, using round numbers to make things easier&lt;br /&gt;
&lt;br /&gt;
A) 1 UFO with 1000 HP, shoots for 10 damage. 1 Xcraft, 2000 HP, shoots for 10 damage, same rate of fire as UFO.&lt;br /&gt;
Xcraft shoots 100 times, UFO shoots 100 times, Xcraft takes 1000 damage.&lt;br /&gt;
&lt;br /&gt;
B) 1 UFO, 4 Xcraft. UFO gets to shoot at all Xcraft at same time.&lt;br /&gt;
Xcraft shoot 25 times each, UFO shoots 25 times at each Xcraft. Each Xcraft takes 250 damage, total 1000.&lt;br /&gt;
&lt;br /&gt;
C) 1 UFO, 4 Xcraft. UFO splits it&#039;s shots.&lt;br /&gt;
Xcraft shoot 25 times each, UFO shoots 25 times total. Each Xcraft takes 62.5 damage average, 250 total.&lt;br /&gt;
&lt;br /&gt;
As we can see, if Battleships really did split their shots, Avengers should end up taking 1/16th as much damage as they normally do... which I&#039;m pretty sure they don&#039;t.&lt;br /&gt;
&lt;br /&gt;
I think that the coding merely says &amp;quot;If using Aggresive Attack, make UFO fire with X frequency on this engaging craft&amp;quot;... nothing about having to split shots among targets.&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to test this once I have 4 avengers... basically, my test will be to send out UNARMED avengers. Then I will time how long it takes a *Medium Scout* (the lower damage will give smoother average times than the battleship) to destroy 1 avenger, repeat a few times, take the average, then compare this vs 4 avengers.&lt;br /&gt;
My money is on non-splitting. - [[User:Jasonred|Jasonred]] 01:48, 19 March 2009 (PDT)&lt;br /&gt;
&lt;br /&gt;
: My guess is that each interception window is independent - whatever happens in each one will behave like a separate interception. The only common thing shared between the intercept panels would be the hitpoints and the movement of the UFO should it choose to flee (from a slower ship). So when one ship is at Aggressive range (1km), it&#039;ll fight it out at its own pace and not influence the battle of combat for another ship that&#039;s fighting at 55km range. Basically the battleship will be firing at equal intervals at each X-COM ship as if it were in one-on-one combat with each one, but receiving more damage in return due to the large number of ships attacking it at the same time. Best theory I have anyway. Would be nice if we could pause the game and activate all set all the attack modes at the same time to allow simultaneous approaches to get a more accurate test. As it is, we have to account for the short gap of time as you move the cursor between the intercept panels! -[[User:NKF|NKF]] 02:30, 19 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can reduce the affect of that gap of time by arming the avengers with weaker weapons... as the total combat time increases, that little gap of time becomes less significant.&lt;br /&gt;
Anyhow, good way of putting it... each window is independant, only affecting the total hitpoints.  [[User:Jasonred|Jasonred]] 03:40, 19 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MASSIVE UPDATE:&lt;br /&gt;
&lt;br /&gt;
Yup, I confirmed it... the battleship does NOT shoot at all your craft at the same time, it actually has to divide the shots out among your ships.&lt;br /&gt;
In other words, your REALLY SHOULD build multiple Avengers to fight Battleships... assuming you want to fight battleships at all, of course.&lt;br /&gt;
FYI, my test consisted of sending 3 unarmed avengers to fight a battleship... spotted a battleship and saved. Then send them in to intercept, aggresive attack 1 by 1... yup, battleship doing nice steady rapid damage. Now multiple intercept, some quick clicking skills and... ah.. battleship is concentrating on first avenger. With the occasional potshot on 2 and 3. Then it kills ship 2 with the occasional shot on 3. Then kills 3 as normal.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;be nice if we could pause the game and activate all set all the attack modes at the same time to allow simultaneous approaches to get a more accurate test. As it is, we have to account for the short gap of time as you move the cursor between the intercept panels!&amp;quot; - we were wrong, NKF. I also thought that the fact that your first ship takes a much bigger beating than your other ships was because we were not clicking fast enough... it turns out that it wasn&#039;t our fault, that battleship just concentrates most of it&#039;s fire on 1 ship at a time.&lt;br /&gt;
&lt;br /&gt;
So, overall, I would say... MUCH better to go in with 4 ships at once, rather than soloing that battleship.&lt;br /&gt;
&lt;br /&gt;
HOWEVER... this also presents the viable strategy of, as someone long ago suggested, trying to kill a battleship with 1 skyranger and 3 interceptors... just have to send the skyranger in first... hey, even if it crashes, that&#039;s only $500k and a few days before you get a new one, right?&lt;br /&gt;
Alternatively, 1 Avenger leading the attack, + 3 Interceptors... just cross your fingers that the potshots don&#039;t down those interceptors.&lt;br /&gt;
[[User:Jasonred|Jasonred]] 18:41, 20 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: On an earlier note: I think the whole Avenger vs. Firestorm at 60% issue has just been clouded and just made the original message more confusing than it was. I don&#039;t think it was implied that the 60% meant equal loss of hitpoints - far from it. The Avenger, thanks to its greater hitpoints, makes players more careless to the point that they let the Avenger take more damage (since it can). They may then break off the attack once damage hits the half way mark (or any arbitrary &amp;quot;stop-now-before-its-too-late!&amp;quot; mark of your choosing). If I can get some free time in the next day or two, I&#039;ll take a shot at revising it - hopefully without losing the message. -[[User:NKF|NKF]] 02:54, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;The Avenger&#039;s high hit points frequently trick inexperienced commanders into making an Avenger solo a Battleship&amp;quot; ... I think that reflects it. ... anyhow, a lot of people are confused about the avengers... I keep reading stuff about hybrid craft being &amp;quot;complex&amp;quot; and thus being slower to repair. The avenger is infamous for being grounded for over a month... it&#039;s a huge misconception that this is due to some disadvantage of the avenger over other aircraft. A previous article went along the lines of &amp;quot;the greatest strength is also it&#039;s greatest weakness&amp;quot; sort of stuff. [[User:Jasonred|Jasonred]] 07:35, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::You&#039;re probably thinking of soldier hitpoints with that comment. Isn&#039;t it also true that that the Avenger is put at a disadvantage by this? See, on the one hand, the advantage is that you survive better because you can withstand the attacks more thanks to having more hitpoints. No other aircraft can boast this. That&#039;s one of the traits that make the Avenger stand out amongst them. But on the other hand, because the Avenger can withstand more damage, you end up paying dearly for it with longer downtime if you let it get badly damaged.  Ship and soldiers basically trade off better survivability for a longer recuperation time, so there&#039;s two sides to it. HWPs on the other hand are a counter-example where high hitpoints are nothing but an advantage, since they have no downtime. -[[User:NKF|NKF]] 14:08, 22 March 2009 (EDT) &lt;br /&gt;
&lt;br /&gt;
: Nope. Absolutely no disadvantage to have higher HP than lower HP. I challenge you to present me any possible scenario where it is better to have lower HP.&lt;br /&gt;
When an airplane receives X damage, there are only 2 possibilities. Either it will be in repairs for X hours. OR it will be destroyed.&lt;br /&gt;
Same for high Health soldiers... Any troop that receives Y an amount of damage will either survive, and need Y +/- random integer number of days to recover, OR he will die outright.&lt;br /&gt;
Having high health simply has the effect that, instead of dying, you get put into repairs/ recovery.&lt;br /&gt;
Compare 2 soldiers. One has 50 health, the other has 100 health. Both soldiers receive 30 damage. Behold... both soldiers spend around 30 days in recovery. Later, both soldiers receive 80 damage. One spends 80 days in recovery, the other is DEAD.&lt;br /&gt;
There is NO TRADE OFF AT ALL. It is always better to have higher max health. [[User:Jasonred|Jasonred]] 17:44, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I &#039;&#039;never&#039;&#039; said high health was a disadvantage (or that low hitpoints was better). It&#039;s the disadvantage of high health that I&#039;m referring to.  As health loss is correlated with rest time, it&#039;s definitely a trade-off: you soak up more damage - you jolly well rest more. Those with high hit points just have more to lose. Surviving the attack with high/low hitpoints is another topic of discussion entirely. &lt;br /&gt;
&lt;br /&gt;
: Since the Avenger has lots of health to lose, is it not put at a disadvantage with its long downtime if the player &#039;&#039;willingly&#039;&#039; lets it get badly damaged? It&#039;s careless on the part of the player, but is often caused as a direct result of the Avenger being able to sustain more damage than any other aircraft. With the other aircraft, you can&#039;t afford to soak up too much damage so players will have them break off from combat sooner to minimize their losses. &lt;br /&gt;
&lt;br /&gt;
: The 1% health scalar between the various ships are definitely different, but most players will probably not be thinking in terms of actual hitpoints and actual damage dealt, but instead will judge based off the percentage indicator when they should start backing off. The percentage is visible - exact hitpoints and damage values are not. That was why the example of 60% damage between the Avenger and Firestorm was used. It wasn&#039;t implying the actual health loss was 1:1. It&#039;s just a different way of interpreting the data. -[[User:NKF|NKF]] 02:10, 23 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: So... what you are saying is... RECEIVING damage is a bad thing? ... um... ok. Maybe I couldn&#039;t see the forest for the trees or something. ... Actually, I thought it was obvious? ...&lt;br /&gt;
:: Ah... yes, from this light, the HWPs really have a huge advantage... other than a loss in accuracy, there are NO ILL EFFECTS from receiving damage... as long as they don&#039;t actually get destroyed, you are golden!&lt;br /&gt;
:: Your &amp;quot;aircraft breaking off&amp;quot; scenario doesn&#039;t really happen to me much... I only engage battleships in midair IF I HAVE TO... like for a critical base defence which I might fail, or for a desperate attempt to stop an infiltration. ... For those situations, failure is not an option, so I always I engage either with at least an Avenger or multiple aircraft.&lt;br /&gt;
:: During my noob days, I did commit the stupid mistake of using a single Avenger to shoot down BOTH battleships during the Infiltration mission, 1 after another... that was bad, landed my Avenger in repairs for so freaking long... the next time, I used 5 avengers, 4 on battleship A, the badly damaged avenger heads back, and the 4 others whack Battleship B.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;b&amp;gt;I &#039;&#039;never&#039;&#039; said high health was a disadvantage (or that low hitpoints was better). It&#039;s the disadvantage of high health that I&#039;m referring to.&amp;lt;/b&amp;gt; --&amp;gt; Maybe I&#039;m stupid or something, but it seems to me that these are almost the same thing. Anyhow, yes, I am also saying there is no real disadvantage OF high health. The only disadvantage is that newbie commanders get tricked by a false sense of security. By that argument, Power Armor has a disadvantage compared to Coveralls --&amp;gt; commanders tend to get a little more cocky once they have the whole squad in power armor, compared to no armor at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 06:57, 23 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposal: split air strategies into a new page == &lt;br /&gt;
&lt;br /&gt;
As of the recent discussions, I think we&#039;ve since gone way past the whole intent of the Avenger page, which is to describe the Avenger and what it can do. Instead we&#039;ve derailed and gone right into what I would classify as general interception strategies. All arguments for the various methods are perfectly valid, but I dare say they deserve a brand new section of their own (with a shiny new spiffy link on the main UFO menu). Any in favour of that? &lt;br /&gt;
&lt;br /&gt;
Come to think of it, the structure of all of the aircraft pages deserve a bit of a re-think. The &amp;quot;How to Use It&amp;quot; section in particular is a bit all over the place, and should probably be split into several sections. Hopefully in smaller bite sized chunks. -[[User:NKF|NKF]] 02:54, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A peculiarity on the battlescape ==&lt;br /&gt;
&lt;br /&gt;
It may or may not be specific to OpenXcom, but at least in this version, soldiers at the front of the Avenger (i.e., those farthest from the door) look out through the craft&#039;s windshield if they just turn around. This doesn&#039;t seem to happen with the Skyranger. [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 18:07, 31 May 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_to_X-COM_(OpenXcom)&amp;diff=64589</id>
		<title>Differences to X-COM (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_to_X-COM_(OpenXcom)&amp;diff=64589"/>
		<updated>2015-05-21T11:33:39Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: &amp;quot;A held grenade doesn&amp;#039;t explode&amp;quot; is listed as a bug, and preserved in OpenXCom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenXcom is modelled after the original [[X-COM]] and enhances the game experience dramatically. Many features were inspired by [[UFO Extender]] and [[XcomUtil]] while others are original.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* None of [[Known Bugs|these bugs or limits]] except:&lt;br /&gt;
** Grenade Timer Behaviour: Can be configured to emulate it, and in fact is set as such by default.&lt;br /&gt;
* Cross-platform.&lt;br /&gt;
* Mouse wheel support.&lt;br /&gt;
* Caret for text editing.&lt;br /&gt;
* No CPU-based speed (animations play at a constant speed regardless of the computer).&lt;br /&gt;
* Mouse input works like modern systems.&lt;br /&gt;
* Human-readable savegame format.&lt;br /&gt;
* Quicksave/Quickload feature.&lt;br /&gt;
* Autosaves and Ironman mode.&lt;br /&gt;
* No savegame limit.&lt;br /&gt;
* Painless customizability with modular rulesets in human-readable format.&lt;br /&gt;
* Full Unicode support.&lt;br /&gt;
* Localized in many more languages.&lt;br /&gt;
* Take screenshots in-game.&lt;br /&gt;
* Standalone &amp;quot;Skirmish&amp;quot; style custom Battlescape mission generator.&lt;br /&gt;
* Customizable keyboard shortcuts.&lt;br /&gt;
* Native support for in-game music in many different file formats (including OGG, MP3, etc.)&lt;br /&gt;
* Customizable display and audio options.&lt;br /&gt;
* A built-in and extendable selection of optional display filters.&lt;br /&gt;
* Various gameplay options, including [[XcomUtil]] and [[UFO Extender]] features.&lt;br /&gt;
* Corrected erroneous text and descriptions.&lt;br /&gt;
* Various UI and quality-of-life enhancements like sliders, scrollbars, etc.&lt;br /&gt;
* Melee stat shown in the unit stat page.&lt;br /&gt;
&lt;br /&gt;
== Geoscape ==&lt;br /&gt;
* Since there&#039;s no 80 item limit, items in crafts count towards your [[Base Stores]] to prevent exploiting infinite storage. This also lets you freely move items between bases and crafts without storage issues.&lt;br /&gt;
* Each radar facility contributes to the detection check, so having multiple [[Small Radar System]]s and/or [[Large Radar System]]s &#039;&#039;does&#039;&#039; improve your chances. The [[Hyperwave Decoder]] still makes all other facilities obsolete though since it has a 100% detection chance.&lt;br /&gt;
* The aircraft phase order when returning to base is: [[Repairs|Repairing]], [[Rearming]], [[Refueling]].&lt;br /&gt;
* Purchase/Recruit screens have a column for current storage.&lt;br /&gt;
* Aircraft weapons may be unequipped.&lt;br /&gt;
* Aircraft weapons may be temporary disabled in the interception window (by click).&lt;br /&gt;
* You should hire personal and rent ships at the beginning of a month rather than at the end, because in OpenXcom you pay a salary for those who are in transit, and this includes the ones that you just hired.&lt;br /&gt;
* Can cancel out of selecting armor for soldiers.&lt;br /&gt;
* Can apply previously selected armor to other solder by right clicking.&lt;br /&gt;
* Selling aircraft automatically unequips all their contents.&lt;br /&gt;
* No gap in Australasia zone.&lt;br /&gt;
* Soldiers can be reordered in aircraft.&lt;br /&gt;
* Soldiers can be pre-equipped.&lt;br /&gt;
* Soldier equipment is saved for each soldier and restored as possible before mission.&lt;br /&gt;
* Aircraft can be renamed.&lt;br /&gt;
* Globe can show radar coverage and flight paths.&lt;br /&gt;
* Potential radar coverage will be displayed when placing a new base.&lt;br /&gt;
* Aircraft will use proper great circle calculations when travelling so they&#039;ll always take the shortest path along the globe.&lt;br /&gt;
* Aircraft have better fuel calculation so they will always travel the maximum their fuel supply will allow.&lt;br /&gt;
* Night/Day line is dithered slightly.&lt;br /&gt;
* UFOPaedia articles regarding Aircraft weapons have flavour text (unused strings that existed in the original were implemented).&lt;br /&gt;
* Manufactured items can be automatically sold directly, bypassing the stores.&lt;br /&gt;
* Can set manufacture to produce infinite items.&lt;br /&gt;
* Can jump to a craft from the Intercept screen.&lt;br /&gt;
* Can jump to a base from a &amp;quot;X complete&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
* Objects, fire and smoke keeps animating while walking or scrolling the screen.&lt;br /&gt;
* Pathfinding is a different algorithm: it will always find a solution, if there is one, no matter how difficult.&lt;br /&gt;
* AI/behaviour of aliens is different. - Impossible to 100% exactly mimic original AI.&lt;br /&gt;
* Waypoint-based projectiles have no upward limit on the number of waypoints they may use.&lt;br /&gt;
* The inventories of mind controlled, non-terrorist aliens may be accessed.&lt;br /&gt;
* Can use special abilities of mind-controlled aliens.&lt;br /&gt;
* The limit on units has been removed, allowing 23 or more soldiers to assault alien bases.&lt;br /&gt;
* Unit spawning function has been improved - no more large units stuck in walls.&lt;br /&gt;
* Units holding two single-handed weapons will have the fact represented on their sprite.&lt;br /&gt;
* Soldier sprites will have their hair and skin recolored to represent their race.&lt;br /&gt;
* Can cancel out enemy&#039;s mind-control with your own.&lt;br /&gt;
* &amp;quot;Not enough equipment&amp;quot; screen shows items missing.&lt;br /&gt;
* At the end of the mission, ammo from clips is totalled, so you only lose enough clips to match the total ammo used (as opposed to losing any used clip).&lt;br /&gt;
* Soldier equipment loadouts are automatically saved.&lt;br /&gt;
* Soldier equipment can be copy/pasted in pre-battle equipment screen.&lt;br /&gt;
* Soldier rank and stats accessible from inventory.&lt;br /&gt;
* Can load game from Battlescape.&lt;br /&gt;
* Right-click opens doors.&lt;br /&gt;
* Right-click will cancel a unit&#039;s movement, and will cause projectiles to &amp;quot;skip&amp;quot; their flight paths, instantly hitting their target.&lt;br /&gt;
* Possibility to use &amp;quot;force fire&amp;quot; when no line of sight is available. (CTRL + Left Mouse Button for firing)&lt;br /&gt;
* Tooltips on Battlescape buttons.&lt;br /&gt;
* Melee weapons can be used for reaction fire (Chryssalids, Zombies, Reapers, etc).&lt;br /&gt;
&lt;br /&gt;
== Optional features ==&lt;br /&gt;
While the above differences are hardcoded, there are also various new &amp;quot;non-vanilla&amp;quot; features you can choose to enable, such as gameplay features and keyboard shortcuts. See the [[Options (OpenXcom)|Options]] section for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFO_Crash_Recovery&amp;diff=64369</id>
		<title>Talk:UFO Crash Recovery</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFO_Crash_Recovery&amp;diff=64369"/>
		<updated>2015-05-08T16:13:55Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Small scout survivors */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Recovery of Alien Alloys ==&lt;br /&gt;
First of all, thanks to Seb76 for providing me with the Power Source explosion damage offsets in the executable. Basically what I did for the first series of tests was to edit the power source to explode with 250 maximum power all the time (which is 180 base + 70 max randomizing factor). This is the worst case scenario. See the pics below for damage dealt to the Medium Scout.&lt;br /&gt;
=== Medium Scout ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:MedScout_MaxDam_L0.png|Maximum destruction dealt to Medium Scout on the ground level when the Power Source explodes with 250 damage.&lt;br /&gt;
Image:MedScout_MaxDam_L1.png|Maximum destruction dealt to Medium Scout on level 1 when the Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So there wasn&#039;t much left of the UFO after this. I count 7 tiles remaining with the alien alloys flag set and since the amount you recover is divided by 10 for the mission, the total you see is 0 ( INT(7/10) = INT(0.7) = 0 ). This checks with the EOM (end of mission) summary. Obviously, no navigations were recovered either. I&#039;ll be adding pics and summaries for each of the ships as I get to them. After the max is determined, I&#039;ll do the min damage too so that we can get an average. That&#039;ll help nail down a range for some of those recovery values. --[[User:Zombie|Zombie]] 21:14, 17 November 2008 (CST)&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
The damage dealt to the Medium Scout when the PS explodes with 180 HE is fairly minimal on the inside and almost unnoticeable outside. Still, some floor tiles were destroyed and the Navigations didn&#039;t make it again. Final tally: 9 AA.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:MedScout_MinDam_L0.png|Minimum destruction dealt to Medium Scout on ground level when the Power Source explodes with 180 damage.&lt;br /&gt;
Image:MedScout_MinDam_L1.png|Minimum destruction dealt to Medium Scout on level 1 when the Power Source explodes with 180 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Ave Damage ====&lt;br /&gt;
Since you recover 0 Alien Alloys when the destruction is max and 9 when the damage is min, the anticipated average amount of AA recovered should be 4 units.&lt;br /&gt;
&lt;br /&gt;
=== Large Scout ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
Nothing really new here, PS detonates and leaves 28 alien alloys to be recovered (I&#039;m &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; going to count the number of tiles left as it&#039;s 280 or more). The 2 navigations are untouched, but the blast leaves a big 5&amp;amp;times;5 hole in the roof. The inner wall in the ship is obviously absorbing some of the explosive yield and curbing the upwards damage as the hole in the roof is smaller than that of the Medium Scout.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:LgScout_MaxDam_L0.png|Maximum destruction dealt to Large Scout on the ground level when a Power Source explodes with 250 damage.&lt;br /&gt;
Image:LgScout_MaxDam_L1.png|Maximum destruction dealt to Large Scout on level 1 when a Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
PS yield is so low that damage never propagated outside the craft. For this reason I didn&#039;t include a pic of that view. Internally, only part of the engine room walls were destroyed. This coupled with the fact that the explosion didn&#039;t make a hole in the roof increased the number of alien alloys to 31 units.&lt;br /&gt;
&lt;br /&gt;
[[Image:LgScout_MinDam_L0.png|left|thumb|200px|Minimum destruction dealt to Large Scout on ground level when the Power Source explodes with 180 damage.]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ave Damage ====&lt;br /&gt;
The anticipated number of Alien Alloys recovered for the average crash is calculated to be 29 units (INT(28+31)/2).&lt;br /&gt;
&lt;br /&gt;
=== Harvester ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
After running about 40 missions I eventually saw the two blast configurations. In the west scenario, a vat of alien food was set ablaze by the blast, while in the east scenario the food was just damaged. For the vast majority of missions you run the final tally will be 90 Alien Alloys, 13 Alien Food and 8 Alien Surgery recovered. If you are able to detonate a Smoke Grenade anywhere near the burning food vat early enough in the west scenario (even outside the UFO will work as the spread of smoke is not hindered by UFO walls), you&#039;ll snuff out the fire and recover the vat. For a $150 investment in the Smoke Grenade, you&#039;ll gain $5,000 in the sale of the extra food.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Harvester_MaxDam_L0.png|Maximum destruction dealt to Harvester on ground level when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Harvester_MaxDam_L1.png|Maximum destruction dealt to Harvester on level 1 when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Harvester-E MaxDam L0.png|Maximum destruction dealt to Harvester on ground level when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Harvester-E MaxDam L1.png|Maximum destruction dealt to Harvester on level 1 when the East Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
The blast produced by a PS with 180 HE is fairly small and occupies only a 4&amp;amp;times;3 area. This is just enough to open up the wall into the central lift room and destroy the second Power Source. In both the East and West configurations, you should recover 14 Alien Food, 8 Surgery, 10 Navigations and 94 Alien Alloys&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Harvester MinDam-W L0.png|Minimum destruction dealt to Harvester on ground level when the West Power Source explodes with 180 damage.&lt;br /&gt;
Image:Harvester MinDam-W L1.png|Minimum destruction dealt to Harvester on level 1 when the West Power Source explodes with 180 damage.&lt;br /&gt;
Image:Harvester MinDam-E L0.png|Minimum destruction dealt to Harvester on ground level when the East Power Source explodes with 180 damage.&lt;br /&gt;
Image:Harvester MinDam-E L1.png|Minimum destruction dealt to Harvester on level 1 when the East Power Source explodes with 180 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ave Damage ====&lt;br /&gt;
The anticipated number of Alien Alloys recovered for the average crash is calculated to be 92 units (INT(90+94)/2).&lt;br /&gt;
&lt;br /&gt;
=== Abductor ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
Fairly straight-forward on this ship. The only issue is that the craft has a lot of tight corners which the game has trouble with during explosions (MCD problem mainly). So there are a couple holes in the floor on L1 where soldiers could fall through if they venture too close. Final tally was 59 Alien Alloys, 5 Navigations and 4 Exam Rooms. You can clearly see some odd behavior on blast propagation as there are holes into the small entranceway room on the ground floor.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Abduct-E_MaxDam_L0.png|Maximum destruction dealt to the East side of the Abductor on the ground level when a Power Source explodes with 250 damage.&lt;br /&gt;
Image:Abduct-E_MaxDam_L1.png|Maximum destruction dealt to the East side of the Abductor on level 1 when a Power Source explodes with 250 damage.&lt;br /&gt;
Image:Abduct-W_MaxDam_L0.png|Maximum destruction dealt to the West side of the Abductor on the ground level when a Power Source explodes with 250 damage.&lt;br /&gt;
Image:Abduct-W_MaxDam_L1.png|Maximum destruction dealt to the West side of the Abductor on level 1 when a Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
If only one PS explodes with maximum power (either side, the craft is supposedly symmetrical), you recover 64 Alien Alloys or if you put it another way, you lose 6 units. Extrapolating to full destruction on both PS&#039;s you would thus expect to lose 12 when you actually lose 11. This is due to integer rounding which is expected.&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
Below are a couple pics from one of the three scenarios possible (both PS&#039;s explode with min damage). You can extrapolate what the other two should look like. When both explode, the amount of recoverable Alien Alloys is 65 (or 5 AA lost). When the West PS explodes, you get 68 AA (or 2 AA lost), while just the East yields 67 AA (or 3 AA lost). Obviously, the East PS scenario is causing more damage somehow. Why? Well, it&#039;s due to the orientation of the inner UFO walls. See, in the West the inner wall is located 3 tiles away from the blast (on the west side of tile 3). In the East the inner wall is located on the west side of the tile, but 2 squares away. Since the wall is closer, the blast is just able to destroy the segments. So the Abductor (as well as any UFO) is never perfectly symmetrical, but more powerful blasts may mask the asymmetry introduced by map construction limitations. If you are wondering why there is an undamaged tile and a half running to the North of each PS, it&#039;s because those combination tiles have an armor rating of 100, 20 points more than the normal UFO floor tile counterparts (another MCD issue).&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Abductor-W+E L0.png|Minimum destruction dealt to the Abductor on the ground level when the Power Sources explode with 180 damage.&lt;br /&gt;
Image:Abductor-W+E L1.png|Minimum destruction dealt to the Abductor on level 1 when the Power Sources explode with 180 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Ave Damage ====&lt;br /&gt;
Anticipated average recoverable AA for the W+E scenario is 62: INT((59+65)/2). For just the West it&#039;s 66: INT((64+68)/2) while just the East should yield 65: INT((64+67)/2).&lt;br /&gt;
&lt;br /&gt;
=== Terror Ship ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
Ran about 50 trials with this craft type (probably more) and saw all the configurations except where the South Power Source explodes. I know that PS explode with a progression so if they follow a W-E-N-S arrangement (Where did I read this? I think Zaimoni or MTR mentioned it.) that would explain the rarity of the South one exploding as there are 3 other units which have a 75% chance of detonating first... As you can see, there are slight differences when each PS explodes, but it can only damage so much. In each case the final count was 74 Alien Alloys, 8 Entertainment and 8 Navigations.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Terror-N_MaxDam_L0.png|Maximum destruction dealt to the Terror Ship on ground level when the North Power Source explodes with 250 damage.&lt;br /&gt;
Image:Terror-N_MaxDam_L1.png|Maximum destruction dealt to the Terror Ship on level 1 when the North Power Source explodes with 250 damage.&lt;br /&gt;
Image:Terror-E_MaxDam_L0.png|Maximum destruction dealt to the Terror Ship on ground level when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Terror-E_MaxDam_L1.png|Maximum destruction dealt to the Terror Ship on level 1 when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Terror-W_MaxDam_L0.png|Maximum destruction dealt to the Terror Ship on ground level when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Terror-W_MaxDam_L1.png|Maximum destruction dealt to the Terror Ship on level 1 when the West Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
This time I saw all the possible blast configurations so I&#039;ll need to revisit the max damage scenario for this ship and try to get the South PS to blow. In any case, for the West, South and East configurations, you recover 87 AA. The North configuration yielded one less unit with 86 AA.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Terror-N_MinDam_L0.png|Minimum destruction dealt to the Terror Ship on ground level when the North Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-N_MinDam_L1.png|Minimum destruction dealt to the Terror Ship on level 1 when the North Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-S_MinDam_L0.png|Minimum destruction dealt to the Terror Ship on ground level when the North Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-S_MinDam_L1.png|Minimum destruction dealt to the Terror Ship on level 1 when the North Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-E_MinDam_L0.png|Minimum destruction dealt to the Terror Ship on ground level when the East Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-E_MinDam_L1.png|Minimum destruction dealt to the Terror Ship on level 1 when the East Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-W_MinDam_L0.png|Minimum destruction dealt to the Terror Ship on ground level when the West Power Source explodes with 180 damage.&lt;br /&gt;
Image:Terror-W_MinDam_L1.png|Minimum destruction dealt to the Terror Ship on level 1 when the West Power Source explodes with 180 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Ave Damage ====&lt;br /&gt;
The anticipated number of Alien Alloys recovered for the average crash is calculated to be 80 units (INT(74+86)/2) or (INT(74+87)/2).&lt;br /&gt;
&lt;br /&gt;
=== Battleship ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
This one was a piece of cake. In the first mission all 4 PS&#039;s detonated leaving 191 Alien Alloys. Since the undamaged ship has 231, that comes to 40 total units lost or 10 per engine. The second had the West and South PS&#039;s destroyed which left 211 alloys ((231-211)/2 = 10/engine). In the third mission the West, South and East PS&#039;s were gone and the final tally was 201 AA ((231-201)/3 = 10/engine). It took about 5 more trials and I found that only the North PS had exploded leaving 221 AA ((231-221) = 10). So this verifies that for each Power Source detonation, you lose 10 Alien Alloys for a maximum cap of 40 units.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Battleship-N_MaxDam_L0.png|Maximum destruction dealt to the Battleship on ground level when the North Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-N_MaxDam_L1.png|Maximum destruction dealt to the Battleship on level 1 when the North Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-S_MaxDam_L0.png|Maximum destruction dealt to the Battleship on ground level when the South Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-S_MaxDam_L1.png|Maximum destruction dealt to the Terror Ship on level 1 when the South Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-E_MaxDam_L0.png|Maximum destruction dealt to the Battleship on ground level when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-E_MaxDam_L1.png|Maximum destruction dealt to the Battleship on level 1 when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-W_MaxDam_L0.png|Maximum destruction dealt to the Battleship on ground level when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Battleship-W_MaxDam_L1.png|Maximum destruction dealt to the Battleship on level 1 when the West Power Source explodes with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red&amp;quot;&amp;gt;Coming soon!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Supply Ship ===&lt;br /&gt;
==== Max Damage ====&lt;br /&gt;
There are only four possible outcomes when power sources detonate on this UFO. Scenario 1: center PS detonates, no PS&#039;s remain, 124 Alien Alloys recovered. Scenario 2: West PS detonates, East PS recovered w/50 Elerium and 129 AA too. Scenario 3: East PS detonated, West PS recovered w/50 Elerium and 129 AA too. Scenario 4: West &amp;amp; East PS detonate, no PS remain, 120 AA recovered. In all cases you recover the stuff located on the floors above: 4 Navigations, 2 Surgery and 20 Food. In the last two pics in the series, the pattern clearly shows that the West PS explodes first destroying the central PS and leaving a &amp;quot;blast shadow&amp;quot; of untouched UFO floor tiles down the center. Then the East PS explodes damaging the blast shadow tiles and killing the other overlapping tiles. The reason why there is a damaged (but not destroyed) tile in the West-Center of the craft is because the damaged UFO PS in the middle has the same HEB as an undamaged one which ultimately curbs damage down the middle.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Supply-C_MaxDam_L0.png|Maximum destruction dealt to the Supply Ship on ground level when the center Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-C_MaxDam_L1.png|Maximum destruction dealt to the Supply Ship on level 1 when the center Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-W_MaxDam_L0.png|Maximum destruction dealt to the Supply Ship on ground level when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-W_MaxDam_L1.png|Maximum destruction dealt to the Supply Ship on level 1 when the West Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-E_MaxDam_L0.png|Maximum destruction dealt to the Supply Ship on ground level when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-E_MaxDam_L1.png|Maximum destruction dealt to the Supply Ship on level 1 when the East Power Source explodes with 250 damage.&lt;br /&gt;
Image:Supply-W+E_MaxDam_L0.png|Maximum destruction dealt to the Supply Ship on ground level when the West &amp;amp; East Power Sources explode with 250 damage.&lt;br /&gt;
Image:Supply-W+E_MaxDam_L1.png|Maximum destruction dealt to the Supply Ship on level 1 when the West &amp;amp; East Power Sources explode with 250 damage.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==== Min Damage ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red&amp;quot;&amp;gt;Coming soon!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HE re-direction / channeling? ==&lt;br /&gt;
&lt;br /&gt;
Very interesting! What really surprises me is the apparent upward channeling effect on the Lg Sct vs the Harvester, as shown by greater damage to the floor/ceiling tiles above. Isn&#039;t this unexpected, since walls etc may &#039;&#039;block&#039;&#039; HE, but, as far as we know, walls etc don&#039;t &#039;&#039;redirect&#039;&#039; the blocked HE elsewhere. But unless the external LgSct ceiling is weaker than the internal Harvester ceiling, and assuming only 1 PS detonated in each case, doesn&#039;t this look like evidence of redirection/channeling of HE blast? [[User:Spike|Spike]] 03:43, 18 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:I figured it out. UFO floors go through a progression when damaged. Initial armor is 80 but the associated death tile has an armor of 50 which makes a total armor rating of 130. The PS explodes at 250/2 damage for terrain = 125. 125&amp;lt;130 so therefore, the floor above is always damaged (but not destroyed). For exterior UFO roofs, those tiles have 100 armor &amp;lt;b&amp;gt;but no death tile&amp;lt;/b&amp;gt;, and thus, no additional armor to sop up damage. No death tile = hole. --[[User:Zombie|Zombie]] 09:54, 18 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
So in effect, it would seem that (unexpectedly) the interior floor/ceiling of a UFO has more net blast-resistance than the external roof. Great deductive analysis there Zombie. [[User:Spike|Spike]] 10:56, 18 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Exactly. I also figured out why one roof tile and wall segment remain on the North side of the Medium Scout. The UFO chairs have 20 HEB. By the time the PS blast reaches the chair, the damage has dropped to 115. Now the chair HEB is applied: 115-20=95. The next floor tile takes 90 which damages it and the wall segment sees 85. Its armor is 100 so it doesn&#039;t get destroyed. As for that ceiling piece remaining, recall damage at that distance is 90 due to the chair. That is less than the 100 ceiling armor so it survives. For the West wall, I think the reason why it isn&#039;t destroyed is twofold. First, the display panel between the navigation consoles has 70 HEB while PS damage is 110. 110-70=40 which isn&#039;t enough power to destroy the wall. The navigations have 40 HEB. 110-40=70 which also isn&#039;t enough for destruction. The reason why the outlier (urm, diagonal) West wall segments aren&#039;t destroyed is because of chairs again. That 20 HEB (plus the distance from GZ) is just enough of a drop to keep power below 100.&lt;br /&gt;
&lt;br /&gt;
:On the Harvester, the East power source has 30 HEB so it soaks up most of the damage as the tile behind it remains undamaged. So is that wall segment beyond that.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll be adding the Abductor pics and summary shortly. There may be more pics for this ship as there are 3 outcomes: West PS survives + East detonates,  East PS survives + West PS detonates or East + West PS detonate. In the case where only one of the PS&#039;s detonates, the number of alloys may be identical but I haven&#039;t checked yet (symmetry is hard to judge on UFOs since some exterior walls (N&amp;amp;W) are not constructed the same). The only trial I ran so far was where both PS&#039;s exploded. --[[User:Zombie|Zombie]] 11:48, 18 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Power Source Damage==&lt;br /&gt;
&lt;br /&gt;
Zombie, I know that testing is your specialty, but I know my personal games have jived with some of your results.  The most glaring being that in the Harvester, sometimes the PS detonates with such force that the floor tiles of the hallway above are destroyed(making the hallway unusable if you lack flying suits).  Also, I&#039;ve seen the navigation panel chairs in a Large Scout fried by the explosion as well(And very rarely, the panels themselves, IIRC.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:42, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Don&#039;t really know what to say. Except for the UFO PS executable offsets hacked to always dish out 250 damage, I&#039;m using an unmodified (and archived) CE version of the game. Are you using (or have you used) XcomUtil? Editors have been known to screw with results. It&#039;s possible Scott T. Jones changed some MCD values for the custom ships. The only other thing I could think of is that we don&#039;t fully know how PS explosions function in the exe. Perhaps editing the min damage to 250 and the randomizer to 0 has an unanticipated effect? Seems doubtful as the exe code is fairly straight-forward and I&#039;ve been studying explosions for a couple years now. After I finish the Supply Ship, I&#039;ll go back and dump in a fresh copy of the game files to see if it changes anything. Other than that, the only way past this is to keep an unmodified exe with the usual PS explosive power and run some tests the naked way. This would be my last resort though as I&#039;d need to reload somewhere on the order of 80-90 times to hit max damage. Feel free to verify though. I&#039;d suggest grabbing a copy of daishiva&#039;s MapView and looking at the tile MCD&#039;s of the Large Scout and Harvester to see if normal floor tiles have 80 armor + 0 HEB and the inner walls have 80 armor + 80 HEB (you don&#039;t really need MapView for this, but a graphical result is easier). &lt;br /&gt;
&lt;br /&gt;
:That said, I don&#039;t remember ever having trouble with the Harvester having an impassible hallway on L1. Abductor, sort of, due to the corners.&lt;br /&gt;
&lt;br /&gt;
I just read a little of the historical discussion below and MTR mentions that UFO Floor tiles have 80 armor and &amp;lt;b&amp;gt;50&amp;lt;/b&amp;gt; HEB (not 80). I know for a fact he was using XcomUtil and not an unmodified version. Scratch that, upon rereading he said that the dead floor tile has 50 armor which is correct. Still, not using an unmodified version of the game throws up all sorts of red flags. --[[User:Zombie|Zombie]] 00:29, 20 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I do in fact use XComUtil(without it, the game is very unstable and is prone to resizing my resolution when it crashes), so that could be it.  I&#039;ll check some more when I have time, which probably won&#039;t be until around Christmas.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:34, 20 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Alright then, thanks for clearing that up!  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:41, 20 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Zombie, I have not seen such an impressive dedication to blowing everything up since Bob &amp;amp; Doug McKenzie in &#039;&#039;Celebrity Film Farm Blow-Up&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
On a slightly serious note, a question about the test method. Given you are already forcing the randomiser to return 0, wouldn&#039;t it be easier (and a closer simulation) to hack the randomiser to return 1.0 - then you would not need to hack the base damage up to max. Probably it would make no difference - though if it &#039;&#039;was&#039;&#039; different, that would show that the PS Damage formula is subtly different somehow from what we currently think. &lt;br /&gt;
&lt;br /&gt;
PS for completeness can we also have a picture of a blown-up Small Scout? [[User:Spike|Spike]] 03:56, 20 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Not sure what you mean with the randomizer. A randomizer of single point here or there probably wouldn&#039;t even be noticeable on the battlescape. 5 points maybe. 10 points probably would.&lt;br /&gt;
&lt;br /&gt;
:Small Scouts cannot be blown up since they do not have a power source. Suppose I could edit one in the center to see what would happen if it did. I&#039;m guessing L1 would be completely gone. The MCD armor levels are right at the edge though (120 tile armor) and the damage of the PS at GZ+1 (the edge of the wall) would be (250-10)/2 = 120.&lt;br /&gt;
&lt;br /&gt;
:If my testing methodology is found to be sound, then eventually I&#039;d like to hack the min value through it&#039;s range like we (being MTR and myself) did for the weapons/grenades on the battlescape. I&#039;d also like to keep the min at 250 and hack the randomizer up to the max to see whether the blast is constrained (or capped) after reaching a certain distance from GZ. Lots of tests, so little time.&lt;br /&gt;
&lt;br /&gt;
:Anyhow, I was thinking about the ordering of PS blasts on the battlescape last night after studying at the Supply Ship. If the game checks the UFO map file to see if any tiles are set to PS, then it would stand to reason that the &amp;lt;i&amp;gt;way&amp;lt;/i&amp;gt; it checks is the same way the .MAP file is structured: top to bottom, West to East then North to South. That would completely explain the patterns we see sometimes for overlapping explosions. Makes complete sense. Still doesn&#039;t explain why I didn&#039;t see the second blast configuration for the Harvester (West power source survives it&#039;s saving roll only to be destroyed when the East one goes). Might need to run a bunch more trials. --[[User:Zombie|Zombie]] 08:39, 20 November 2008 (CST)&lt;br /&gt;
::I did document somewhere the order of explosion and it works as you said, except that there is not check for a PS tile type, but for a special MCD value (so it is possible to make other tile types explodable). [[User:Seb76|Seb76]] 13:35, 20 November 2008 (CST)&lt;br /&gt;
: OK I was slightly joking about the Small Scout. IIRC they are totally destroyed by any crash landing (and getting them to crash land is quite a feat, requiring one Cannon and lots of patience). I misunderstood you about the &amp;quot;randomiser&amp;quot; - I thought you meant that you were hacking (overwriting) the random number generator function code in the game so that it always returns 0. This would actually be a very useful hack for testing purposes - to force the RNG to always return 0, or 1.0, or 0.5  Even just being able to set the RNG seed would be good, as it would allow you to do controlled experiments with repeated identical conditions (maybe). [[User:Spike|Spike]] 10:59, 20 November 2008 (CST)&lt;br /&gt;
::I also wrote somewhere that the RNG is the one from the microsoft CRT so it is possible to force the seed to a fixed value. The RNG actually does not return a value between 0 and 1, but between 0 and a maximum value that you specify. Anyway, forcing to return 0 or the max value is not a big deal. [[User:Seb76|Seb76]] 13:35, 20 November 2008 (CST)&lt;br /&gt;
Oh! Well I think we know where the RNG code is located. However, I wouldn&#039;t even consider hacking that in any form as it will make game-wide changes, not just with the PS. That&#039;s a bad thing for testing unless you know for sure it doesn&#039;t mess with other things. When a Small Scout crashes, it is intact on the battlescape since it doesn&#039;t have an engine which explodes. The reason why Small Scouts sometimes don&#039;t show up is because of XcomUtil (I think that map was left out for some reason). --[[User:Zombie|Zombie]] 13:29, 20 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Min, Max, Average ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s occurred to me that unfortunately it&#039;s not likely that the average amount of recoverables is going to be the average of the min and the max. I doubt it&#039;s a linear distribution of recoverables across the range of possible damage levels. Still, knowing the min and max in itself will be useful - just need to remind people not to draw unjustified conclusions from the min and max. Anyway, Z., your observations might suggest it actual is pretty linear so let&#039;s wait and see. I guess you could do the &#039;median damage&#039; case and check if the recoverables are midpoint between min damage and max damage. If they are that&#039;s a fair test for linearity. [[User:Spike|Spike]] 22:31, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:The average between the min and the max probably will not be a real world value, just a an average over time (ie over many missions). It&#039;s the same idea as MTR&#039;s Elerium-115 recovery on the article page. Suppose I could run some missions with the UFO PS explosion dealing 215 HE (ave between 180 and 250) to get something close to a &amp;quot;true&amp;quot; average. Though, I suspect that may not be anywhere near anticipated average numbers (if the MCD armor rating of tiles is high, then the amount recovered will be shifted higher). We&#039;ll see though, it&#039;s still too early to tell. ;) --[[User:Zombie|Zombie]] 22:58, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Destruction of Carried Artefacts ==&lt;br /&gt;
&lt;br /&gt;
As you noted elsewhere, recovery of items like Mind Probes (at over $300K each) can have a very big impact on the overall recoverables value. Thinking about the impact of Power Source explosions... presumably you would only lose artefacts where there are at least 2 explosions overlapping on the same point, the first of which kills the alien, and the second has enough force (not much) to destroy the object on the ground. Or is there also an &#039;overkill&#039; situation where a single explosion can destroy the alien and also destroy the objects that the alien is carrying? If the destruction of carried artefacts only occurs on overlapping tiles then it&#039;s probably easy to make a statistical judgement on the loss of artefacts, based on the percentage of total tiles that are caught in an overlapping blast. If we can make some assumptions about the location of aliens (which is probably not random but based on routes and spawn points, hmm). [[User:Spike|Spike]] 09:05, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Yes, the only time you would possibly lose artifacts is overlapping PS explosions. Recall that only the Supply Ship fits this description. Breaking this down even further, there is only one possible way out of 4 where there will be an overlapping explosion. The overall chance that a PS will explode is 75% and dividing that by 4 leaves approximately 19% that the overlapping situation will happen.&lt;br /&gt;
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:Now, there are four nodes which could spawn an engineer and only 2 of those fall into the overlap range. The spawn priorities for those nodes are 2 and 3 which is just a little higher than the usual. The probability an alien engineer being placed in a node with a priority of 2 is not double the chance of a node with a value of 1 as these numbers are weighted averages. So, if we add the spawn priority numbers for all the engineer nodes we get a value of 7 (1+1+2+3). That means an alien engineer will be placed in the 3 spawn priority node 43% of the time, 29% for the 2 and 14% for each of the other non-overlapping nodes with a value of 1.&lt;br /&gt;
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:According to the Alien Deployment numbers in the exe, you&#039;ll only see one Engineer on Beginner-Genius skill levels and 2 on Superhuman so the vast majority of the time you will only vaporize one alien+kit. Additionally, there are 3 possible kit combinations an engineer could be equipped with and that depends on how far along into the game you are (this is just a guess as we haven&#039;t figured out what triggers one kit to be phased out, but it is a valid theory nonetheless). I can split the loss of income a little though (all values include the kit+corpse):&lt;br /&gt;
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:&amp;lt;b&amp;gt;Beginner-Genius&amp;lt;/b&amp;gt;&lt;br /&gt;
:*Early  $112,880 (PP+2PPC)&lt;br /&gt;
:*Mid    $159,080 (PR+2PRC)&lt;br /&gt;
:*Late   $225,630 (HP+2HPC+AG)&lt;br /&gt;
:&amp;lt;b&amp;gt;Superhuman&amp;lt;/b&amp;gt;&lt;br /&gt;
:*Early  $112,880 (1) - $225,760 (2)&lt;br /&gt;
:*Mid    $159,080 (1) - $318,160 (2)&lt;br /&gt;
:*Late   $225,630 (1) - $451,260 (2)&lt;br /&gt;
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:So that&#039;s about all I can do about the total loss due to overlap. Better than nothing I suppose. --[[User:Zombie|Zombie]] 20:13, 23 November 2008 (CST)&lt;br /&gt;
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&amp;quot;Better than nothing&amp;quot;? How about &#039;&#039;&amp;quot;truly, staggeringly awesome!&amp;quot;&#039;&#039;. Wow. [[User:Spike|Spike]] 20:50, 23 November 2008 (CST)&lt;br /&gt;
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==Historical Discussion on UFO Explosions moved from Talk:ExploitsF==&lt;br /&gt;
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&#039;&#039;&#039;NOTE: a lot of this may be obsolete but is preserved here for posterity pending a good hard edit from someone who knows the subject better than me!&#039;&#039;&#039; [[User:Spike|Spike]] 13:57, 19 November 2008 (CST)&lt;br /&gt;
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Two related questions (have they been answered here?): 1) How long do crash sites persist?, and 2) If one Power Source (PS) blows up, yes, it will destroy E115 within a particular [[Explosions|distance]], but will it cause them to explode?&lt;br /&gt;
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[snip] page 311 of the OSG says PSs have a 70% chance of exploding, which sounds about right to me. A table of probabilities of finding intact PSs for the various UFOs could be generated. I would have thought the answer to #2 is that they don&#039;t cause them to explode; they&#039;re not an [[Explosions#Explosive_Map_Objects|explosive object]]. But in my experience, the ground floor of a Terror Ship is always the same - all four PSs are always blasted up, and the surrounding interior walls are always in the same bad shape (i.e., they&#039;re always all gone, except by the door at the south).&lt;br /&gt;
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Anyway, a probabilistic thing would be fun to do. But the question of successive explosions has been puzzling me. Could E115 trigger something special in crashes? (Successive explosions even though it&#039;s not registered as an explosive?) E115 has always had that odd boolean checkmark at [[OBDATA.DAT]][45]. - [[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
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... As for the explosions - I guess during the pre-detonation stages, the game may take into account nearby power units that get caught in the blast and detonate them as well. The 70% chance still holds true for isolated units. Can we add extra power units to the existing craft maps to test this I wonder? Or what about setting this boolean flag for enemy corpses, and crossing our fingers? Heh. That might not work. - [[User:NKF|NKF]]&lt;br /&gt;
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Hehe, it might be fun to play with those booleans. Or not. ;)&lt;br /&gt;
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I guess that, since PS explosions are performed by code that is &amp;quot;above&amp;quot; normal battlescape properties (i.e., PSs are not explosive per se), it&#039;s entirely possible they also programmed in, that they trigger successive detonations. It could be fairly easily tested, in theory... There are only 3 UFOs where PSs can &amp;quot;interact&amp;quot;: Harvester (2 PSs), Supply (3), Terror (4). Supply UFOs might be the most interesting in terms of teasing out whether there are successive detonations. FWIW, straight odds (no interaction) of having 2 PSs intact is 9.00% (.3&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;), 3 intact is 2.70%, and 4 intact is 0.81%.&lt;br /&gt;
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Remind me, is there some quick way to &amp;quot;lift the fog of war&amp;quot; and see the whole map? Maybe with [[Links|Mapview]]? (I don&#039;t have it installed ATM; I recently got a new PC.) If so, it would be fairly easy to see e.g. if terror ships ever vary their explosion pattern, etc. Also any differences between combat early or late after a crash.&lt;br /&gt;
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Maybe we should move all these comments, maybe even this whole section, to Discussion? - [[User:MikeTheRed|MikeTheRed]] 17:43, 10 January 2007 (PST)&lt;br /&gt;
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Moved - and discussions split up and line breaks inserted for your reading convenience. Coincidentally, Mike, it has been a while, but I&#039;ll let you decide what to do with your earlier comment up above. &lt;br /&gt;
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As for the maps - I know XComutil has an option to clear the fog of war and make everyone on the map visible (and sets the lighting for the whole map to the brightest setting until you move). Use the command line utility&#039;s &#039;&#039;&#039;VIS&#039;&#039;&#039; command. Like so: &#039;&#039;&#039;xcomutil game_n vis wrt&#039;&#039;&#039; - game_n being the directory for your tactical savegame.&lt;br /&gt;
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-[[User:NKF|NKF]]&lt;br /&gt;
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NKF - Cool, I just tried that XcomUtil and it worked like a charm. And guess what... I happened to try it on a Terror ship... and only ONE PS was blown up (although it did, of course, destroy the other 3). Damn, that seems like low odds... and OMG it instantly explodes (cough) the possibility of successive explosions. One other thing can be done via a screenshot of it... one can determine a PS&#039;s explosive strength (but maybe not its radius). (Has anybody determined this stuff yet?) Anyway here goes (dusting off [[Explosions]] memory cells): &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Edited after I looked closely and got the equations right - [[User:MikeTheRed|MikeTheRed]] 17:48, 12 January 2007 (PST)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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*UFO floors (their &amp;quot;initial&amp;quot; tile) are destroyed out to radius 3. They need 80 HE to kill them.&lt;br /&gt;
*Tiles are hit with average/2 damage; this damage decreases by 5, each tile outward from Ground Zero. So average/2 must be 80-84 at tile 3, and 95-99 at GZ.&lt;br /&gt;
*Twice this value (for the average) is 190-199. A PS explosion is &#039;&#039;almost&#039;&#039; as strong as a blaster bomb. (Notice how blasters scorch UFO floor tiles out to 4 tiles, 1 more than a PS, and are average damage 200.)&lt;br /&gt;
*Initial destroyed tiles are not blown through to raw earth anywhere, even at GZ. The slightly stronger blaster also does not blow through to raw earth at GZ on UFO floors. (Can someone look up the death tile armor strength for a damaged Power Source? The GZ PS was not raw earth, either.)&lt;br /&gt;
*Those walls around the PSs on a Terror ship are only destroyed up to where the floor tiles were; they also are 80 initial / 50 dead tile &amp;quot;armor&amp;quot;.&lt;br /&gt;
*PSs at 6 straight-line radius and 3 diagonal (walking TUs means its considered 4 tiles away) are destroyed, consistent with [[UFO_Power_Source]] info that they have 50 &amp;quot;armor&amp;quot;... average/2 HE strength is 65 at radius 6.&lt;br /&gt;
*All the Elerium is gone, of course... it only [[Explosions#Object_Destruction|takes]] 21 HE.&lt;br /&gt;
*A Snakeman was also killed, at a straight-line radius of 7 (just past the radius-6 PS). Here, the average/2 HE should be 60, and strength against units 60 to 180. It&#039;s a Superhuman game, so the lowest stats ([http://www.strategycore.co.uk/xcom/pg/ufoalienstats Superhuman Snakeman Soldier]) would be Health 45 and armor ranging from 16 Rear to 20 Front, for a minimum of 45+16=&#039;&#039;&#039;61&#039;&#039;&#039; to kill. Easily enough to kill this weakest example; stronger aliens near to the edge of the blast (wherever it is) might have a chance of only being injured.&lt;br /&gt;
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Does anyone ever remember seeing aliens &#039;&#039;injured&#039;&#039; by crash-landing? In my vague recollection of times when I MC everything, they are all either fine, or dead, at crash sites... never injured.&lt;br /&gt;
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FWIW there wasn&#039;t any other vulnerable stuff around, to tell the whether the blast went farther than radius 7. In theory it could extend to radius 18, with a GZ strength of 190-199... but the largest [[Explosions#HE_Statistics|blasts]] seen in the game are both clipped at radius 11 (blast and fusion tank).&lt;br /&gt;
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- [[User:MikeTheRed|MikeTheRed]] 17:33, 11 January 2007 (PST)&lt;br /&gt;
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I&#039;ve seen injured aliens from pre-BattleScape power plant explosions.  They&#039;re generally toast if the walk into a fire :(  [This is from studying XCOMUtil reports at DIS:2.]  It&#039;s more common with Large Scouts, but not unthinkable with crashed Terror Ships.&lt;br /&gt;
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Even if it always is the same amount of time, the &amp;quot;in theme&amp;quot; way to code it would be a countdown timer (like manufacturing, research, and time to next UFO).&lt;br /&gt;
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-- [[User:Zaimoni|Zaimoni]], 9:25 Jan 11 2007 CST&lt;br /&gt;
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Ok I just fixed a glaring error in my math above. That&#039;s better. The soldier was practically gauranteed to be dead. FWIW a supply ship where only one &amp;quot;outer&amp;quot; PS has exploded will confirm whether 11 is the limit of the blast radius. It&#039;s probably also the best place to try to find an alien caught at the edge of the blast, to see where its edge is. Not that it&#039;s a real big deal. The probabilities of finding intact Elerium for various ships can be stated already. Probably. :)&lt;br /&gt;
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A new wrinkle that may affect it was raised by my Terror Ship example: Only the &amp;quot;top most&amp;quot; PS exploded. And as you will recall, I had previously thought all 4 PSs exploded, and only the door and the walls near it (at the &amp;quot;bottom&amp;quot;) were left. In hindsight, maybe PSs have a fixed &amp;quot;order&amp;quot; in which they explode, and what I had actually seeing is that 3 exploded (which is good for the odds of 70%) - but it was the &amp;quot;top 3&amp;quot;. If the &amp;quot;bottom&amp;quot; last one had exploded, the door and walls around it would&#039;ve been gone. But that&#039;s not what I remember encountering most/all the time. See? Perhaps they explode, starting from the top-most one, down. Depending on some dice roll as to how many would explode. This possible predictability in terms of the order (top to bottom) in which they are &amp;quot;slated to explode&amp;quot; could mean that e.g. seeing a particular Battleship &amp;quot;foot&amp;quot; intact tells you something about which others might be intact, at a glance (and how much E115 is left). Something worth testing with a few reloads some night. &lt;br /&gt;
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As for effects on E115 survival probabilities in general, it looks like the Supply ship is the only ship where there is a chance for this potential &amp;quot;fixed order&amp;quot; to affect the likelihood. The central PS will always destroy the other two PS&#039;s E115. If it is more or less likely to explode due to a fixed order - if the left/top one &amp;quot;goes first&amp;quot; - this would affect the probabilities. For all other UFOs, though, the PS spacing is such that any PS explosion kills all the others&#039; E115 - or not at all (battleship, harvester).&lt;br /&gt;
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Thanks for the feedback on the injured guy, Zaimoni. It sounds like PS blasts are like blasters... it&#039;s &#039;&#039;possible&#039;&#039; for someone to survive it near the edge, but not likely. Combined with how I usually try to farm intact elerium (i.e., not crash UFOs), probably explains why I don&#039;t remember seeing anyone injured from crashing. &lt;br /&gt;
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- [[User:MikeTheRed|MikeTheRed]] 17:48, 12 January 2007 (PST)&lt;br /&gt;
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Did some more testing, on a Terror ship. I made a savegame with a Terror Ship crash site not yet visited, then visited it 10 times, using XcomUtil&#039;s &amp;quot;lights on&amp;quot; switch. Some observations:&lt;br /&gt;
*Right Zai, there can be injured folks. Three times out of 10. One of these was stunned, even. Oddly, this stunned one briefly showed in the equipment pile at initial loadout(!), but disappeared from there once I finished the loadout (and appeared in the blast area).&lt;br /&gt;
*Dead or injured guys are always standing right next to a PS. There were always 1 to 2, dead or wounded. The PS they stand next to is random, out of the 4 on a Terror.&lt;br /&gt;
*Very very oddly: Out of the 10 reloads, &lt;br /&gt;
**4 had identical radius-3 UFO-floor-damage blast patterns centered on the top PS, like the first one described above. (The four includes that first one.)&lt;br /&gt;
**Four had an increased level of damage (floor damage radius 5), &#039;&#039;centered on the top PS, still&#039;&#039;.&lt;br /&gt;
**One had an even larger blast pattern of radius 8 or more; it could have been more, because it damaged the floor of the whole interior PS room, but did not extend past any of the walls (all were blown out). &#039;&#039;And it was still centered on the top PS.&#039;&#039;&lt;br /&gt;
**The final one had floor damage to radius 4, and was centered on the &#039;&#039;left&#039;&#039; PS.&lt;br /&gt;
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This doesn&#039;t make any sense to me. *scratches head* Ok, that&#039;s enough for now. - [[User:MikeTheRed|MikeTheRed]] 19:22, 12 January 2007 (PST)&lt;br /&gt;
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So a Power Source explodes with a power = 190-199? As a quick calculation a while back, (see [http://www.xcomufo.com/forums/index.php?s=&amp;amp;showtopic=242025161&amp;amp;view=findpost&amp;amp;p=148227 this post] for the specifics) I determined the PS has a strength of 200 on a desert landscape. Guess that desert tiles aren&#039;t sensetive enough to pick up on that 1-10 point difference in strength you calculated.&lt;br /&gt;
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It&#039;s easy to create your own ship designs with daishivas mapview program: just delete everything on the ground floor of a UFO and stuff a PS smack-dab in the middle. When you visit the crash site, all you see is either a PS (if it didn&#039;t explode) or a huge crater - lol.&lt;br /&gt;
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I wonder if BB&#039;s custom tile testing landscape could be tweaked to nail the power of the explosion down exactly? If not, I suppose I could edit the alien spawn points on a ship so that they are clustered around the PS. After properly editing alien stats of the race contained in the UFO, shoot the UFO down and visit it many times. Log the alien stats near the explosion over a few thousand reloads and we should have our answer (extrapolating damage to take the extra tile into consideration). Might need to call in a favor to BB for a &amp;quot;special&amp;quot; logger for this, but hey, it&#039;s possible. Heck, it may be easier to just edit the UFO floor tile properties to show this. ;) --[[User:Zombie|Zombie]] 23:13, 12 January 2007 (PST)&lt;br /&gt;
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[[Image:TestTerrCrash-1to4.png|right|thumb|200px|Type of Terror crash damage, n=10]] Hiya Z! Yes well... in the follow-up testing, it suggests that PS explosion strength is &#039;&#039;variable&#039;&#039;. But this (and the finding) don&#039;t make sense relative to what you might&#039;ve expected - i.e., just let some of the PSs blow up or not, at a fixed strength, with a probability of 70%. I get the feeling it may be jerry rigged in the code. Especially disconcerting is how there were bigger or smaller explosions - all centered on the top-most PS. 9 times out of 10.&lt;br /&gt;
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If it helps any, here&#039;s a montage of the four types of damage seen in those 10 samples. The radius-3-floor-damage (seen 4x) is in upper right, radius-5 middle right (4x), radius 8+ lower right (1x), and radius 4 left PS is on left (1x). You can clearly see how all three of the pix on the right are centered on the top-most PS; notice the explosion blockage &amp;quot;shadow&amp;quot; due to the other PSs in the pic on the lower right. (Did I get my math right, when I said the strength seems to be 190-199 for the pic in upper right?)&lt;br /&gt;
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I am so rusty on all the details of map editing. But if you can combine BB&#039;s numerical tiles with a UFO with no floor or interior walls, it should be good to go! Why not stick in more than one PS so we can see what it does relative to this head-scratcher of, is only one PS exploding, but with variable strength? A part of my head scratching is, with Battleships, it&#039;s clear that you don&#039;t always have only one PS explode. - [[User:MikeTheRed|MikeTheRed]] 09:13, 13 January 2007 (PST)&lt;br /&gt;
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Whether Medium Scout Navigation consoles survive a pre-BattleScape power plant explosion is inconsistent.  [It&#039;s relatively rare, but does happen.]&lt;br /&gt;
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-- [[User:Zaimoni|Zaimoni]], 9:25 Jan 11 2007 CST&lt;br /&gt;
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Huh, ok, I guess that means it can be variable even if there&#039;s only one PS. I had been thinking, maybe it was loading all the strength of multiple PSs blowing up, into that one PS that was blowing up, on the Terror Ship. (Did that make sense?) But if even a lone-PS ship has variability, that tells a lot about it. &lt;br /&gt;
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Hellfire and damnation, lol - [[User:MikeTheRed|MikeTheRed]] 17:45, 13 January 2007 (PST)&lt;br /&gt;
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I&#039;ve done some testing with Supply ships - which has laid my confusion with Terror ships to rest. Obvious in hindsight, really... the first PS to explode on a Terror Ship &#039;&#039;destroys all the other PSs&#039;&#039; due to their proximity. This doesn&#039;t happen on a Supply ship, between the two &amp;quot;edge&amp;quot; PSs... which leads to some interesting pictures, when heavy blast damage is laid on other heavy blast damage. And yes, the explosion strength definitely seems to be variable. So, some things so far: 1) PSs appear to have a &amp;quot;designated order of explosion&amp;quot;, 2) blast strength is variable but quite high (enough to melt UFO floors), 3) if a PS explosion destroys other PSs, they will not explode (blush), and 4) the radius of the blast appears to be quite large.&lt;br /&gt;
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As for that radius, it&#039;s hard to pin down with these fairly indestructible floors and walls. It is probably less than 12, and my best guess ATM is 10. But it&#039;s hard, because it could be variable (including dependent on strength), and these UFOs don&#039;t give up secrets easily. Z, are you making a test setup? If so, I&#039;ll stop wasting my time. :-) - [[User:MikeTheRed|MikeTheRed]] 20:26, 13 January 2007 (PST)&lt;br /&gt;
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Analyzing the various pix I&#039;ve collected shows PSs can have a blast strength of 180 to 240+ (!) Average HE. That 240 could have been anything up to 260, but was constrained by walls containing damage, etc. Initial UFO Floor armor is 80 and Dead Tile UFO Floor armor is 50, which would take 260 average HE in one explosion, but this was never seen, even in the 240+ HEs which destroy both the initial PS (50 armor) and the dead PS (70 armor). 260 HE is over the &amp;quot;theoretical&amp;quot; limit of 255 HE... We can&#039;t set weapons to higher than this, but that doesn&#039;t necessarily mean the game can&#039;t, somehow. (Can&#039;t damage to units exceed 255? Did you ever try a maxxed shot weapon vs. units with maxxed health and high armor, Zombie?)&lt;br /&gt;
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Another pic clearly shows that a PS blast of average HE 240 only has a radius of 10. Looks like 10 is the max radius for PS blasts. I say &amp;quot;max&amp;quot; because it may be smaller, if blast radius is linked to explosive strength, as it is for [[Explosions#Playing_With_Fire|projectiles]]. My initial impression is that PSs don&#039;t follow the blast pattern for any other explosives, though.&lt;br /&gt;
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If you are using numerical tiles Zombie, they should make things a lot clearer than I can. For one thing, I can&#039;t get exact numbers. And there are many restraints. But it must be a bit of work... you have to try to get a specific type of UFO to crash in a specific kind of terrain, right?&lt;br /&gt;
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FWIW I might point out that quite a few of the crashed Terror UFOs looked the same (only 4 unique configs out of 10), but all 5 of the Supply crashes were unique. I guess it underlines how severe the effect of immediately destroying the other PSs can be. Try to space your PSs 11 tiles apart, Zombie. :) Or not... either way informs or confirms theories.&lt;br /&gt;
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Interestingly, in one of my pix there is a Supply PS in the middle position that first got blasted from one side to a dead PS, then the death PS got vaporized from the other side.... and all that&#039;s left is the flames that come with a dead PS, laugh.&lt;br /&gt;
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Ok, that&#039;s enough for now - [[User:MikeTheRed|MikeTheRed]] 22:23, 13 January 2007 (PST)&lt;br /&gt;
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I have been rather busy the last couple days but I&#039;ll look into recreating a testing scenario with a custom UFO floorplan today. I think this will have to be a modified Battleship since that map has the largest editable area (30x30). However, BB&#039;s hacked desert landscape can only be used on scouts due to the MCD limits. A Large Scout will have to work for now (map size of 20x20). If I do not use BB&#039;s desert landscape (as may be necessary if we want to add extra Power Sources), I could probably create my own desert map (sans those nice numbers in BB&#039;s example) just to get an overview of the situation. All crashed UFO&#039;s will therefore have to be shot down over the desert landscape to see any changes to the terrain.&lt;br /&gt;
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I haven&#039;t tried a maxed weapon strength with a subject having maxed armor and health yet. (I&#039;ll do this tonight to see what happens). However, if shot weapons follow explosive, then I&#039;d assume weapon damage can go above 255. (Remember my tests with the [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=4546&amp;amp;view=findpost&amp;amp;p=55309 Blaster Bomb]? Subjects could receive more than 255 damage points with a direct GZ hit. The theoretical max  was 300 [200*3/2] while I observed a max of 298 over 55 trials). --[[User:Zombie|Zombie]] 13:26, 14 January 2007 (PST)&lt;br /&gt;
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Mike, you may want to take a look at the post I made [http://www.xcomufo.com/forums/index.php?s=&amp;amp;showtopic=242025161&amp;amp;view=findpost&amp;amp;p=163614 here].&lt;br /&gt;
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I ended up using BB&#039;s numerical tileset and a modified Medium Scout map for testing the blast strength of the PS. It worked really well.&lt;br /&gt;
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BTW, a Large Scout has a map size of 20x20 so by placing a PS at each corner of it the explosions shouldn&#039;t overlap. This may be handy for testing multiple explosions. 2 would work fine, but 4 PS modules could also be crammed on the map to check on overlap and/or the explosion order. --[[User:Zombie|Zombie]] 18:51, 17 January 2007 (PST)&lt;br /&gt;
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Thanks for that other post! It seems pretty clear that there&#039;s an explosion order. 9 times out of 10 probably isn&#039;t coincidence. But it could have been! Hehe - [[User:MikeTheRed|MikeTheRed]] 19:39, 17 January 2007 (PST)&lt;br /&gt;
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:&#039;&#039;Does anyone ever remember seeing aliens injured by crash-landing? In my vague recollection of times when I MC everything, they are all either fine, or dead, at crash sites... never injured.&#039;&#039;&lt;br /&gt;
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:&#039;&#039;I&#039;ve seen injured aliens from pre-BattleScape power plant explosions. They&#039;re generally toast if the walk into a fire :( [This is from studying XCOMUtil reports at DIS:2.] It&#039;s more common with Large Scouts, but not unthinkable with crashed Terror Ships.&#039;&#039;&lt;br /&gt;
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Probably the reason for this dichotomy is people are thinking too advanced - as if the game simulated the explosion while in the air when the UFO was intercepted. What most likely happens is the game spawns all the aliens in their starting points around the map, then fires the explosion. So only the aliens that are in the ship, near the PS, can be damaged or injured, where more realistically you might expect more to be in the vicinity (especially for medium scouts of course). Clearly this means the amount of injured aliens is going to tend to be very low compared to more realistic expectations.&lt;br /&gt;
&lt;br /&gt;
Especially with the smoke of the explosion still around you could interpret this as the power systems have an emergency shut off when they are too damaged, which causes the crash, and the explosion only happens when they try to restart the engines/PS before they are fixed when the detect your team landing in the area, hence the explosion happening in the alien turn before you land. --[[User:Sfnhltb|Sfnhltb]] 10:46, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== How long do Crashed UFOs stay on the ground? ==&lt;br /&gt;
&lt;br /&gt;
Would love to have an authoritative answer, and it really should be on the page. I&#039;ll try to time in in the meantime.[[User:Oathbreaker|Oathbreaker]] 13:17, 9 February 2013 (EST)&lt;br /&gt;
:I&#039;m pretty sure it&#039;s 3 days (72 hours), and it&#039;s stored at [[LOC.DAT]] offset 6-7. However, &amp;quot;pretty sure&amp;quot; is not strictly authoritative. :) I also looked for it on UFOpedia, couldn&#039;t find it, and so I started watching LOC.DAT, once ... but didn&#039;t stick with it. Maybe LOC.DAT will make it easier for you to work with? For the ultimate test, try &#039;&#039;changing&#039;&#039; it for a crash and see what happens. -[[User:MikeTheRed|MikeTheRed]] 17:16, 9 February 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Small scout survivors ==&lt;br /&gt;
&lt;br /&gt;
Are any of the survivors &#039;&#039;in&#039;&#039; the UFO on small scout crashes?&lt;br /&gt;
* If not, this at least maks it less disturbing. Presumably the survivors jumped off, or got a few seconds &amp;quot;grace period&amp;quot; before the explosion, which they used to escape. In programming terms, they&#039;re likely spawned directly outside the ship before the explosion is applied.&lt;br /&gt;
* If yes, then I have no answer.[[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 12:13, 8 May 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File_talk:Abductor_1.gif&amp;diff=64368</id>
		<title>File talk:Abductor 1.gif</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File_talk:Abductor_1.gif&amp;diff=64368"/>
		<updated>2015-05-08T15:58:55Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: This picture lacks two of the &amp;quot;hidden&amp;quot; navigation stations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This picture lacks two of the &amp;quot;hidden&amp;quot; navigation stations ==&lt;br /&gt;
Is there a kit for building these images?&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Support_(EU2012)&amp;diff=64349</id>
		<title>Support (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Support_(EU2012)&amp;diff=64349"/>
		<updated>2015-05-05T20:37:57Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: /* Tips &amp;amp; Trix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SUPPORTS (EU2012).png|thumb|480px|Support Squad]][[File: CLASS SUPPORT.png|right|frame|64px|Support]]&lt;br /&gt;
A flexible class focusing on squad defence, medic or fire support. Highly mobile and useful for setting up [[Flanking (EU2012)|flank]] attacks, or defending flanks. Its drawback being the lack of high damage attacks and low critical chance.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].&lt;br /&gt;
&lt;br /&gt;
The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: The reaction fire now happens before the enemy attacks, not after.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT SMOKEMIRRORS.png|32px|center]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Allows two extra uses of Smoke Grenade each mission, for a total of three.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:SUPPORT REVIVE.png|32px|center]]&#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| [[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT COMBATDRUGS.png|32px|center]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039; (Also grants +20 Aim Bonus)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT SAVIOR.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
:*Smoke Grenades mean the difference between life and death in the game due to the Defense bonus it provides. Later they can carry &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; switching their role for an offensive one. &lt;br /&gt;
:*Supports can carry an additional Smoke Grenade with &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; but they&#039;ll forgo the additional [[Medikit (EU2012)|Medikit]] usage.&lt;br /&gt;
:*&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; doubles the Defense to +40, giving units on the cloud the equivalent to full [[Cover (EU2012)|cover]]. If already in full cover the bonus can increase to +80 or more. &lt;br /&gt;
:*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; is also a great ability specially when setting ambushes to advancing aliens or if you can plan the cloud deployment in advance. It can also be used to counter Will losses coming from Psionic attacks in the late game stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* The &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk dramatically improves the effectiveness of [[Medikit (EU2012)|Medikits]], tripling the number of uses. &#039;&#039;&#039;Savior&#039;&#039;&#039; further improves Medikit effectiveness, and &#039;&#039;&#039;Revive&#039;&#039;&#039; can allow the Medikit to bring critically wounded soldiers back in to the fight.&lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity makes for a good scout.&lt;br /&gt;
* &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; smoke gives an undocumented +20 to [[Aim (EU2012)|aim]], and &#039;&#039;loses&#039;&#039; its defensive benefit.&lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on [[Overwatch (EU2012)|Overwatch]]). &lt;br /&gt;
* &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; reaction shot will be fired after enemy&#039;s shot. In the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]], reaction shot will occur before the enemy&#039;s shot and it also gives reaction shot against grenades, etc.&lt;br /&gt;
* &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; has been changed on the EW DLC, to only giving +1 use to items rather than allowing a 2nd item, making it less powerful than before. &lt;br /&gt;
** Does not affect [[Combat Stims (EU2012)|Combat Stims]], unfortunately.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here not included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Supports aren&#039;t &#039;&#039;sexy&#039;&#039; in the way that the other [[Classes (EU2012)|classes]] are, but they do bring a lot more to the table than many realize. Their [[Aim (EU2012)|Aim]] and HP are both on par with [[Assault (EU2012)|Assaults]], giving them comparable offense for the early portion of the game. On top of that, they have great mobility, effective damage mitigation and healing, and get the opportunity to bring 2 Items along for unparalleled customization. It is not by any means a bad decision to bring a pair of Supports on a mission as you expand your squad, and it can be very helpful to do so on long missions such as the [[Missions (EU2012)#Alien Base Assault|Alien Base]] or lengthy [[UFOs (EU2012)|UFO]] assaults.&lt;br /&gt;
There are 3 main paths while choosing perks for Support soldiers rather than the common 2 of the other classes. Those can be combined together in several combinations, although the choice is between specialization vs. flexibility. &lt;br /&gt;
* Scout. &#039;&#039;&#039;Sprinter&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&lt;br /&gt;
* Tactical Officer: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;&lt;br /&gt;
* Medic: &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039;, &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|width=110px |[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|[[File:SUPPORT SPRINTER.png|32px]] &#039;&#039;&#039;Sprinter vs. Covering Fire&#039;&#039;&#039; [[File:SUPPORT COVERINGFIRE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sprinter&#039;&#039;&#039; gives an incredible amount of mobility to set up flanks. While the Assault&#039;s Run &amp;amp; Gun accomplishes this as well, Sprinter also helps set up grenades, stuns, or [[Medikit (EU2012)|Medikit]] use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; is essentially an upgrade to the [[Overwatch (EU2012)|Overwatch]] ability of your Support to restrict enemy actions. It can be also useful for a Medic since its role is usually more of a sentry unit and Covering Fire grants more Overwatch options. However, this ability is only useful if activated when the soldier can already see an enemy. In this case, it is more effective to simply shoot rather than go on overwatch and shoot on the aliens&#039; turn with a penalty. The usefulness of Covering Fire is therefore a little questionable.&lt;br /&gt;
&lt;br /&gt;
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been changed so that the reaction fire will now happen before the enemy attacks, making it more useful. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|width=110px | [[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|[[File:SUPPORT FIELDMEDIC.png|32px]] &#039;&#039;&#039;Field Medic vs. Smoke and Mirrors&#039;&#039;&#039; [[File:SUPPORT SMOKEMIRRORS.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; gives you the ability to repair some/all damage to your squad after a major fight or when things go wrong. And they will go wrong. Depending on the opposition level it is normal to see 1-2 Medikits on squads so this skill is one of the most important to have present on any squad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; is, under ideal circumstances, better than Field Medic, as avoiding shots is preferable to healing (some of) the damage from a shot. The issue with this is that you&#039;re playing without a safety net, so if you don&#039;t use smokes effectively (or you deploy them correctly and the enemy shots connect anyway, or, as is more often the case in the later parts of the game, the enemy decides to lob a grenade at you), you&#039;re not going to find yourself in a good position. A side benefit of choosing Smoke and Mirrors is that you will never feel bad about packing an [[Arc Thrower (EU2012)|Arc Thrower]], so consider that flexibility when making your decision.&lt;br /&gt;
&lt;br /&gt;
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been improved so that it allows 3 uses of Smoke Grenade instead of 2. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|width=110px |[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|[[File:SUPPORT REVIVE.png|32px]] &#039;&#039;&#039;Revive vs. Rifle Suppression&#039;&#039;&#039; [[File:SUPPORT RIFLESUPPRESSION.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; is a great utility skill, keeping your squad safe from return fire and locking enemies in position. While [[Heavy (EU2012)|Heavies]] can get Suppression as well (earlier, and with more ways to augment it), this is a great ability for Supports working as Scouts to have as well since they allow to lock newly seen aliens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revive&#039;&#039;&#039; is a useful skill but that can be tricky to use. While it is admittedly nice to be able to bring a soldier back from the almost-dead, if you can&#039;t protect the revived soldier from any alien shots then it will be killed and most likely your Medic with it afterwards. And if later the soldier will further require more healing before it can be relied not to die with a single shot. Sometimes it may just be better to stabilize the unit rather than revive him/her. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|width=110px |[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|[[File:SUPPORT DENSESMOKE.png|32px]] &#039;&#039;&#039;Dense Smoke vs. Combat Drugs&#039;&#039;&#039; [[File:SUPPORT COMBATDRUGS.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
Defense vs Offense choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; is a huge defensive bonus that will make units in any kind of cover nearly untouchable. The catch to this is that after the appearance of [[Muton (EU2012)|Mutons]], aliens will start carrying grenades. And any time they decide they don&#039;t like their odds to hit, they&#039;re liable to hurl a [[Alien Grenade (EU2012)|grenade]] instead. This will do 5 damage to one or more unit and set you up for further pain by destroying your cover. This is a Very Bad Thing. Aside from that quirk, this is, again, a huge defensive bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; provides a powerful boost to your Will and a small one to [[Critical Hits (EU2012)|Crit Chance]]. And while this isn&#039;t listed, it loses its defense bonus and gets +20 Aim bonus instead (this might be a bug, but it works this way now). Since the smoke lasts to next your turn, you can benefit from the Aim bonus twice.  Note, however, that the will bonus is NOT applied when dealing with psionics, either offensive or defensive.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=110px |[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|[[File:SUPPORT SAVIOR.png|32px]] &#039;&#039;&#039;Savior vs. Sentinel&#039;&#039;&#039; [[File:SUPPORT SENTINEL.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savior&#039;&#039;&#039; synergizes with Field Medic (and Revive) very effectively, and with the [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] project from the Foundry will give a unit 30HP worth of total healing to hand out. This is a huge boost to your longevity, marking almost double the healing even if you already have the [[Foundry (EU2012)|Foundry]] project. Perhaps more importantly, this 8-10 HP will often counteract an entire shot&#039;s worth of damage. After all, healing a soldier from 1 HP to 7HP does you no good if incoming attacks are dealing 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentinel&#039;&#039;&#039; combines with Covering Fire and Rifle Suppression for a sentry unit that will shoot twice at any aliens that move or fire within its field of vision.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Generally your Supports will be using your Assault&#039;s leftovers. Because they have no ability to increase their damage output, you&#039;ll need good [[Weapons (EU2012)|weapons]] to make up for it. Unlike the Heavy, they have very few non-primary-weapon damage or utility, so unless you&#039;re planning on using [[Suppression (EU2012)|Suppression]] every turn, you&#039;ll need to stay up to speed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Again, probably playing second banana to the Assault. With Sprinter, Supports don&#039;t have a huge need for [[Skeleton Suit (EU2012)|Skeleton Suits]] during the mid game, and later on a case can be made for [[Titan Armor (EU2012)|Titan Armor]]. [[Ghost Armor (EU2012)|Ghost Armor]] is still preferable in the long run, but given how expensive it is, Titan is not a poor alternative while you scrape together resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you took Field Medic and/or Savior, you&#039;ll be carrying a [[Medikit (EU2012)|Medikit]]. Sprinters are the best choice to use [[Arc Thrower (EU2012)|Arc Throwers]], and with fast armor the Support will have an easy time getting into range. [[Chitin Plating (EU2012)|Chitin Plating]] helps to counteract the Support&#039;s lack of defensive talents, and does a good job of filling in any question marks in the extra slot. [[Psionic (EU2012)|Psionic]] Supports would do well to bring a [[Mind Shield (EU2012)|Mind Shield]] in their bonus slot, as it gives them very good hit rates on Mind Control. [[Combat Stims (EU2012)|Combat Stims]] can also be very useful for a Support Scout due to their expanded movement and critical hit prevention. &lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brain&#039;&#039;&#039;&lt;br /&gt;
Like other classes, the brain mod should depend on the Will. Higher Will Supports can get Neural Feedback, while lower ones should get Neural Dampening.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes&#039;&#039;&#039;&lt;br /&gt;
Not a huge priority here since Supports aren&#039;t your first choice to blow an enemy away. If you&#039;ve taken Sentinel, Hyper-Reactive Pupils will help with that second [[Overwatch (EU2012)|Overwatch]] shot if the first one misses. Depth Perception is never a bad choice for anyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
Adrenal Neurosympathy can be a good choice on Supports by having your support polish off a nearly dead enemy at the start of your turn then having the rest of your squad go to town. As always, Secondary Heart never hurt anyone. Especially if you forgot to bring a second Medikit and your medic went down, it gives you two more turns to finish the mission before losing your soldier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
Since most other classes probably benefit more from Mimetic Skin then they do Bioelectric Skin, it wouldn&#039;t hurt to have Bioelectric Skin on your &amp;quot;stuffed into the middle of the party&amp;quot; supports to keep [[Seeker (EU2012)|Seekers]] at bay and help scout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legs&#039;&#039;&#039;&lt;br /&gt;
Muscle Fiber Density will help your medic move around and your Sprinter get to [[Civilian (EU2012)|Civilians]] on [[Alien Terror (EU2012)|terror]] missions. Adaptive Bone Marrow can help keep your medic alive without having to waste [[Medikit (EU2012)|Medikit]] uses on him or herself.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
As discussed, you can mix and match to suit personal play style to Scouting, Medic, and Tactics. Field Medic is ideal for early on, when most soldiers are one or two hits away from death anyways, while it become less important as you get better armors and more HP. Smoke &amp;amp; Mirrors and Dense Smoke will help you from getting hit at all, while Combat Drugs may help with not getting &#039;&#039;fired at&#039;&#039; at all, by helping other soldiers kill aliens first. &lt;br /&gt;
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[[Ghost Armor (EU2012)|Ghost Armor]] is easily the best for Support troopers, as the add to move and grappling hook help get into position, Ghosting lets you get right next to aliens, and landing a shot while Ghosting is a guaranteed Critical. Getting Field Medic almost &amp;quot;forces&amp;quot; you to save one inventory slot for the [[Medikit (EU2012)|Medikit]], but plus Ghost Armor, and the Deep Pocket slot for a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], that makes Support pretty damn good at fighting [[Thin Man (EU2012)|Thin Men]] during your monthly(ish) [[Missions (EU2012)#Council Missions|Council Missions]]. Otherwise, [[Chitin Plating (EU2012)|Chitin Plating]] is a good choice, as it gives an extra 4 HP, though the &amp;quot;50% reduction to Melee&amp;quot; may not come up often for them. &lt;br /&gt;
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Sentinel may help your Support soldiers do more damage, while Savior, plus the [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] upgrade, means +10 HP per heal. Sentinel and Cover Fire gets two shots to an attacking alien during [[Overwatch (EU2012)|Overwatch]]: with laser/plasma rifles, the first shot may destroy the alien&#039;s cover, making the second a critical hit (though both may hit, both may miss, etc...).&lt;br /&gt;
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[[Psionic (EU2012)|Psionic]] Support: Mindfray assist your front-line troops, naturally. Psi Panic may not be good for them, as since Supports are mid-range fighters, a Panic Attack will probably make the affected alien attack your forward Assault or Heavy, so again, Psi Inspiration as a support role is probably best. &lt;br /&gt;
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Mind Control (MC) or Telekinetic Field (TK) is again, per preference: TK Field is good as, if you didn&#039;t get Smoke and Mirrors for that second Smoke Grenade, or got Combat Drugs (with reportedly &#039;&#039;loses&#039;&#039; the +20 Defense, while Dense Smoke makes it a +40 [[Defense (EU2012)|Defense]] item), acts as a regenerating defense field, and also, unlike the smoke grenades, doesn&#039;t help any aliens that happen to be in range of the effect. The downside is that TK field lasts 1 turn, while Smoke Grenades last two, but as your mid-line soldier, a TK Support might cover your entire squad. Mind Control helps &#039;add a volunteer&#039; for your squad, but probably only the forward most alien will be in range, which if MCed, will almost always be killed by its former squad mates behind it.&lt;br /&gt;
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That being said, Supports often make for good, safe choices for the [[Volunteer (EU2012)|Volunteer]], since they don&#039;t usually rely as much on the quirks of their end game armor like other classes do (eg: Shotgun Assaults using Ghost Armor to flatten an enemy, or Squadsight Snipers using Archangel Armor to hover out of reach). As a result, they won&#039;t be as seriously handicapped for the final mission when they&#039;re forced into the (when compared to other end game armors) lackluster [[Psi Armor (EU2012)|Psi Armor]]. As an added bonus, with the benefit of Deep Pockets, you can give them [[Mind Shield (EU2012)|Mind Shields]] without, again, seriously hampering them.&lt;br /&gt;
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A word of caution: say you equip your Psionic (Mind Fray, Inspire/Panic, TK/MC) Support (Smoke Grenade, Supression/Revive) with an Arc Thrower (Stun, and with Hack and Repair Foundry upgrades) &amp;amp; Medikit (Heal and Stabilize), in Ghost Armor (with invisibility and the Grappling Hook). You might find that, when in cover (Hunker Down) and not with a full clip of ammo (Reload), that the additional command tiles will &#039;overflow&#039;, and you won&#039;t be able to get at several abilities. In short: don&#039;t get greedy.&lt;br /&gt;
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&#039;&#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Supplemental:&#039;&#039;&#039;&lt;br /&gt;
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Supports may benefit the most from EW&#039;s changes, from [[Gene Mods (EU2012)|Gene Mods]] and [[Medals (EU2012)|Medals]] making them more sure hitters, to Training Roulette potentially giving them more damage-boosting abilities, such as the Heavy&#039;s HEAT Ammo (+50% against mechanical enemies), or a Sniper&#039;s Gunslinger (+2 to Pistol). &lt;br /&gt;
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The more curious change is that of [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]; before, the second item slot being exclusive to Support is now an across-the-board Foundry Project, their own Deep Pockets actually work in sympathy to this, giving one more use to limited-use items. This makes them a very flexible potential &amp;quot;Carry&amp;quot; unit: especially with Sprinter, you&#039;ll probably be most inclined to put the Arc Thrower on your Supports. With [[Training Roulette (EU2012)|Training Roulette]], you may not get the [[Medikit (EU2012)|Medikit]] abilities anymore, so be wary if you usually assign them as Medics with this option on. If they happen to get Grenadier + Deep Pockets, you may end up with your Scout carrying up to 6 grenades (and with [[Alien Grenade (EU2012)|Alien Grenades]], that means 30 spreadable points of damage that also take out an enemy&#039;s cover). &lt;br /&gt;
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As Supports tend to be played as mid-range fighters, Adrenal Neurosympathy may be the best choice for them: when they do score a kill (say, with a Mind Fray to pick off a weakened enemy), they&#039;re the most likely to be in the place to affect the whole squad, thus letting your team to &#039;&#039;slaughter&#039;&#039; Alien and [[EXALT (EU2012)|EXALT]] forces. With Hyper-Reactive Pupils compensating after any misses, the Sentinel/Covering Fire combo can make Supports into a useful point-defence unit. If any soldier has Adaptive Bone Marrow healing their base HP, be sure to let them regenerate it in full before using your Medic Support to restore their Armor HP.&lt;br /&gt;
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==See Also==&lt;br /&gt;
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{{XCOM Units (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alloy_Cannon_(EU2012)&amp;diff=64348</id>
		<title>Talk:Alloy Cannon (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alloy_Cannon_(EU2012)&amp;diff=64348"/>
		<updated>2015-05-05T19:49:07Z</updated>

		<summary type="html">&lt;p&gt;Medinoc: This page contradicts itself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This page contradicts itself==&lt;br /&gt;
It first says that Plasma Weapons [[Research (EU2012)#Research Credits|Research Credits]] don&#039;t apply to this item, and like five lines later it says they do... I don&#039;t have EU2012, so I don&#039;t know which is true. [[User:Medinoc|Medinoc]] ([[User talk:Medinoc|talk]]) 15:49, 5 May 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Medinoc</name></author>
	</entry>
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