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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pax+Empyrean</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=Pax+Empyrean"/>
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	<updated>2026-05-01T07:25:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ghost_Armor_(EU2012)&amp;diff=38711</id>
		<title>Ghost Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ghost_Armor_(EU2012)&amp;diff=38711"/>
		<updated>2012-10-12T13:07:29Z</updated>

		<summary type="html">&lt;p&gt;Pax Empyrean: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STUB&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
* &#039;&#039;Flavor text from Enginering-Build/Buy Items menu&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;25%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Item Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; align=&amp;quot;center&amp;quot; | Property !! Info &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Requires: || align=&amp;quot;center&amp;quot; | [Research (EU2012)|Research Project Name]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cost:  || align=&amp;quot;center&amp;quot; | §xx &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Grey Market Value:  || align=&amp;quot;center&amp;quot; | §xx &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &#039;&#039;text here&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Shot Type || align=&amp;quot;center&amp;quot; | &#039;&#039;text here&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terrain Damage || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Range || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Range || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Angle || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radius (Explosives) || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Critical Chance|| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Offensive Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abilities || align=&amp;quot;center&amp;quot; | Grapple, Ghost - Can go invisible for 1 turn 4 times per combat. Invisibility breaks if you attack.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Suppression || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Size || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Health Points Bonus || align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Will Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Defense Bonus || align=&amp;quot;center&amp;quot; |  20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | text here || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | text here || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&#039;&#039;Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities.  Listing of foundry upgrades have been here as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&#039;&#039;Place here internal links to wiki pages that might be relevant to the topic of the page&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Pax Empyrean</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=38640</id>
		<title>Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=38640"/>
		<updated>2012-10-12T00:22:11Z</updated>

		<summary type="html">&lt;p&gt;Pax Empyrean: /* Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; padding:20px;&amp;quot;&lt;br /&gt;
| [[Image:DrVahlen.png|thumb|Dr. Vahlen, head scientist from the XCOM project.]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Labratories == &lt;br /&gt;
&#039;&#039;Info on labratories and bonuses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
List of research projects (incomplete) in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Known Projects&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Xeno-Biology_(2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | &#039;&#039;If we must face the invaders in combat, then we must understand &#039;alien life&#039; as well as we do our own.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;4 Sectoid Corpses&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Normal (4 days)&#039;&#039; &amp;lt;br/&amp;gt; (C+5) &#039;&#039;Normal (8d)&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Facility: Alien Containment &amp;lt;br/&amp;gt; Research: Arc Thrower&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Weapon Fragments&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far.  Further study could lead to advances in our own weapons development programs.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Weapon Fragments&#039;&#039; || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Normal (8d)&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: S.C.O.P.E. &amp;lt;br/&amp;gt; Foundry: S.C.O.P.E. Upgrade&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The aliens appear to be using materials that are lighter and stronger than anything we&#039;ve ever seen. A cursory examination has already given us ideas for ways to improve the soldiers&#039; current body armor, but more research is required.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Weapon Fragments&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Fast (3 days)&#039;&#039; &amp;lt;br/&amp;gt; (C+5) &#039;&#039;Normal (8d)&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: Nano-Fiber Vest&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although our understanding of the alien technology is still limited, what we&#039;ve seen so far is enough to revolutionize combat as we know it.  If we are to level the playing field, we must adapt the alien technology for our own use.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Alien Materials&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Slow (12d)&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Facility: The Foundry &amp;lt;br/&amp;gt; Engineer: Phoenix Cannon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alien Nav Computer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module.  Further study may lead to improvements in our ability to detect incoming UFOs.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Alien Materials&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;2 UFO Flight Computers&#039;&#039; || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Slow (20d)&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Facility: Satellite Nexus &amp;lt;br/&amp;gt; Foundry: Stealth Satellites&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Beam Weapons&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our research into alien weapon fragments led to the idea of portable laser weaponry.  Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Weapon Fragments&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Alloy &amp;lt;br/&amp;gt;10 Weapon Fragments&#039;&#039; || align=&amp;quot;center&amp;quot; | (C+9) &#039;&#039;Slow (14d)&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: Laser Pistol; Laser Rifle &amp;lt;br/&amp;gt; Foundry: Improved Pistol II&amp;lt;br/&amp;gt;Research: Precision Lasers, Heavy Lasers&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Carapace Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor.  Our early tests are very encouraging.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Alien Materials&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;10 Alloy&#039;&#039; || align=&amp;quot;center&amp;quot; | (C+9) &#039;&#039;Slow (16d)&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: Carapace Armor&amp;lt;br/&amp;gt;Research: Skeleton Suit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;[[Xeno-Biology_(2012)|Xeno-Biology]]&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: Arc Thrower&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;1 Sectoid Corpse&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Days on Normal with 12 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: Uplink Targeting (AIM)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm.  However, the question remains, how were the aliens able to physically modify this species to achieve this goal?&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;1 Thin Man Corpse&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;3 Days on Normal with 16 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Foundry: Improved Medikit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;1 Floater  Corpse&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: Defense Matrix (Dodge)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;1 Muton Corpse&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Foundry: Ammo Conservation&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;1 Chryssalid Corpse&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: Chitin Plating&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;1 Drone Wreck&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Foundry: Drone Capture&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cyberdisk Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;1 Cyberdisk Wreck&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: UFO Tracking (Boost)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;1 Berserker Corpse&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: Combat Stims&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;1 Heavy Floater Corpse&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Foundry: Advanced Repair&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Skeleton Suit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we&#039;ve been prototyping.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Research: Carapace Armor&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;15 Alloys&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;16 Days on Normal with 16 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: Skeleton Suit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Titan Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Interrogation: [[Berserker]]&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Engineer: Titan Armor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic Lab&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Interrogation: Sectoid Commander&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Autopsy: Sectoid Commander&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Facility: Psionic Lab&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Precision Lasers&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Alloys&amp;lt;br/&amp;gt;5 Weapon Fragments&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Lasers&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Alloys&amp;lt;br/&amp;gt;5 Weapon Fragments&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Beserker (EU2012)|Beserker]]&lt;br /&gt;
*Beserker Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]] &lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
List of research credits (incomplete).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|+ Research Credits&lt;br /&gt;
|- &lt;br /&gt;
! Credit Name !! Bonus !! Applies to !! Source&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Beam Weapon || reduce research time by 50% || S.C.O.P.E. Upgrade ([[Foundry (EU2012)|Foundry]]) || Interrogate Sectoid&lt;br /&gt;
|-&lt;br /&gt;
| Basic Armor Technology || reduce research time by 50% || [[Carapace Armor (EU2012)|Carapace Armor]], ? || Interrogate Floater&lt;br /&gt;
|-&lt;br /&gt;
| UFO Technology || reduce research time by 50% || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]] || Interrogate Thin man&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Weapon || reduce research time by 50% || [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Interrogate Muton&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Se Also ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Pax Empyrean</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Economy_(EU2012)&amp;diff=38639</id>
		<title>Economy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Economy_(EU2012)&amp;diff=38639"/>
		<updated>2012-10-12T00:11:52Z</updated>

		<summary type="html">&lt;p&gt;Pax Empyrean: /* The Greater Good */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=====Cost avoidance=====&lt;br /&gt;
Only buy or build what you &amp;quot;need&amp;quot; rather than what you want.&lt;br /&gt;
* For example, you want to outfit every Soldier with a Nano-Fiber Vest early in the game.  But, you also have to carry some grenades, a medikit, maybe a SCOPE or Arc thrower, and it will be awhile before your squad size hits 6.  Think of it this way, you could spend 20 credits for a single vest that provides 2HP, or you could spend 20 credits on two complete soldiers who might start as Squaddies (if you bought that in the OTS) and might have psionics.  Manufacture enough of each item that you think you&#039;ll actually equip, no more.  If you find yourself equipping useless things, then go back to Engineering and buy some more of something useful.  Save your money upfront, because most of the stuff you build in Engineering cannot be sold on the Gray Market and you never know when a country will request something or how much.  Cost avoidance especially applies to rare materials like Elerium and Alloys; once they&#039;re spent, they are gone.&lt;br /&gt;
* Another exmaple, take the time to un-equip items and armor from troops to re-equip them on whoever is going out on the mission.  It may take time, but it will save resources in the long-run.  Note that injured soldiers who go to the infirmary automatically un-equip all their special gear.&lt;br /&gt;
&lt;br /&gt;
=====The Greater Good=====&lt;br /&gt;
When stuck on a decision, choose what you think will impact the game the most. No duh, right? OK, this is not an economic example, but think about the Assault&#039;s first Ability choice. You can choose an ability that confers defense - only to that unit and only when a lot of enemies are around (sounds like a bad situation already) - or you can choose an ability that confers a chance to crit - meaning a chance to flat out kill that hideous creature trying to maim you and the rest of your squad. Sure, you could suit your play style to put that Assault in smoke, buff them with psionics, and basically use the rest of the squad as a support system for that soldier if you can consciously make that decision and do so consistently in-battle. But, the Assault unit is designed to go out on a limb - Run &amp;amp; Gun - big risk, big reward.  Make sure you get the reward by crit&#039;ing that Muton Elite in the face so he&#039;s no longer standing at the end of the turn to menace your troops.&lt;/div&gt;</summary>
		<author><name>Pax Empyrean</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=38638</id>
		<title>Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=38638"/>
		<updated>2012-10-12T00:06:30Z</updated>

		<summary type="html">&lt;p&gt;Pax Empyrean: /* Morale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Action System==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; the gameplay has been streamlined regarding the previous games, with the intention use a simpler system than the one used by the predecessor of the [[X-COM|original game]]. Thus, the [[Time Units]] have been removed and replaced instead with an action system, where each unit can perform 2 Actions during its turn. &lt;br /&gt;
&lt;br /&gt;
===Move and Fire===&lt;br /&gt;
A normal turn will have the unit doing Move + Fire or just take 1 Action. The soldier&#039;s class and abilities also determine the options available for the 1st and 2nd Actions. The following rules are a brief summary of how Actions work: &lt;br /&gt;
&lt;br /&gt;
* A unit may perform 1 or 2 Actions each turn.&lt;br /&gt;
* Some actions (firing [[Sniper Rifle (EU2012)|Sniper Rifle]] or [[Rocket Launcher (EU2012)|Rocket Launcher]]) may only be performed as the 1st Action in a turn.&lt;br /&gt;
* A unit&#039;s turn automatically ends after the unit: &lt;br /&gt;
# Performs any other action other than Move on its 1st Action.&lt;br /&gt;
# Performs a 2nd Action after moving as the 1st Action.&lt;br /&gt;
* The following [[Abilities (EU2012)|Abilities]] change the above rules:&lt;br /&gt;
** &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; - Heavy can Fire + Fire/Move/Surpress/Overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Double Tap&#039;&#039;&#039; - Sniper can can Fire + Fire.&lt;br /&gt;
** &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; - Assault can Dash + Fire but not Dash + Equipment.&lt;br /&gt;
** &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; - Sniper can Move and Fire with a Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
===List of Actions===&lt;br /&gt;
These are general actions that can be perform by your soldiers during the fight, depending on their [[Equipment (EU2012)|Equipment]] and [[Classes (EU2012)|Class]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Movement Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Walk&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dash&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fast movement. Provides defensive bonus against enemy reaction fire.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Move and use Grapple hook use to reach a higher position. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Doubles cover bonus &amp;amp; provides immunity to critical hits, but reduces sight radius. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Toggle Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Activates flight mode on Ghost armor. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ascend/ Descend&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Go up/down one level while flying. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Weapon Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Shoot weapon at enemy/area.&amp;lt;br&amp;gt;4 types of weapon shots: Standard, Headshot, Disabling and Free.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw grenade.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Can incapacitate targets for capture, easier if target&#039;s health is reduced. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Aim?&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Increase Aim for a number of turns. (&#039;&#039;unconfirmed&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppress&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fires at the area around the target to reduce its aim.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Takes a shot at the next enemy that moves through that unit&#039;s line of sight.  A small (?how much?) Aim penalty applies.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Spend a full action to reload weapon.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Perform a series of mental and physical attacks using Psionics. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Other Equipment Actions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Equip&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Change the current item with another one.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to heal Health Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stabilize/Revive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to stop bleeding and/or wake up an injured soldier. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Temporarily increase a soldier&#039;s Will and reduce damage taken. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Makes the soldier invisible for 1 turn or until attacking. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use a scanning device to increase your vision. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
* Both your soldiers and the aliens are able to sense one&#039;s presence by detecting any noise produced by the other side as a result of movement or firing. &lt;br /&gt;
&lt;br /&gt;
==Morale==&lt;br /&gt;
* Squad members are affected by morale and can panic on the battlefield, moving and firing uncontrollably on friend and foe alike. Losing squad members increases this chance while higher-ranked squad members and Officer Training Upgrades reduce this chance.&lt;br /&gt;
&lt;br /&gt;
==Environments==&lt;br /&gt;
* Everything is destructible with the exception of floors/ceilings and bringing down entire buildings.&lt;br /&gt;
&lt;br /&gt;
* Explosions can start fires which can spread each turn.  These prevent move across them but that can be countered with special armor.&lt;br /&gt;
&lt;br /&gt;
* Entering buildings is much more dynamic than in previous games.  Squad members can break through windows to enter buildings, kick down doors or quietly open them in standing on either side of the door frame.  The two former options increasing the chance enemies will hear you and come to investigate.&lt;br /&gt;
&lt;br /&gt;
* Roofs and elevated positions can be utilized for better line of sight and squad tactics.  Beyond traditional stairs and ladders, squad members can use drain pipes or armor upgrades to grapple or jet pack to higher elevations.  From the demo, it seems that you can get down from a roof anywhere.&lt;br /&gt;
&lt;br /&gt;
* There are weather effects in the game as well as day/night however they have no effect on game play.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Overwatch: Overwatch only allows a shot against the first unit spotted.  For example, if you put a soldier on overwatch and they fire at the first enemy to move, any subsequent enemies moving through that soldier&#039;s line-of-sight will not be fired upon.  The same applies to aliens overwatching against you.  For example, you could use a high-HP unit (e.g., SHIV) to draw enemy reaction fire and then follow-up with a more vulnerable unit&#039;s move.  This could also work against you if you&#039;re being flanked by multiple units the same turn.&lt;br /&gt;
&lt;br /&gt;
* Alien encounters: Sometimes aliens are setup to spawn at a given point on the map, such that they do not move until discovered by one of your units.  Upon discovery, the aliens interrupt your squad&#039;s turn and immediately move (though do not seem to take action/attack).  They tend to move relative to the unit discovering them and either attack that position (e.g., aggressive Floaters) or take cover against that unit&#039;s position (e.g., Sectoids, Thin Men).  Therefore, if you&#039;re on a mission where time/turns don&#039;t matter (e.g., mission brief indicates no civilians; no countdown timer for mission objectives) you should move units one movement each at a time.  In other words, don&#039;t immediately dash a unit as far as possible, especially without overwatch protection.  Cycle through your whole squad giving each unit their first move before deciding whether to move each again or take action.  Otherwise, you may encounter a group of aliens that can quickly flank that forward unit while the rest of your squad is out of moves/actions.  Also, you may hinder your ability to purposefully flush the aliens toward a choke point, bunch them up in range of a specific unit (e.g., Heavy who can still fire his rocket, in Sniper LOS), or limit them to an area of the map with poor cover (e.g., explodable vehicles, half-cover).&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Pax Empyrean</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=38637</id>
		<title>Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=38637"/>
		<updated>2012-10-12T00:05:49Z</updated>

		<summary type="html">&lt;p&gt;Pax Empyrean: /* Morale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Action System==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; the gameplay has been streamlined regarding the previous games, with the intention use a simpler system than the one used by the predecessor of the [[X-COM|original game]]. Thus, the [[Time Units]] have been removed and replaced instead with an action system, where each unit can perform 2 Actions during its turn. &lt;br /&gt;
&lt;br /&gt;
===Move and Fire===&lt;br /&gt;
A normal turn will have the unit doing Move + Fire or just take 1 Action. The soldier&#039;s class and abilities also determine the options available for the 1st and 2nd Actions. The following rules are a brief summary of how Actions work: &lt;br /&gt;
&lt;br /&gt;
* A unit may perform 1 or 2 Actions each turn.&lt;br /&gt;
* Some actions (firing [[Sniper Rifle (EU2012)|Sniper Rifle]] or [[Rocket Launcher (EU2012)|Rocket Launcher]]) may only be performed as the 1st Action in a turn.&lt;br /&gt;
* A unit&#039;s turn automatically ends after the unit: &lt;br /&gt;
# Performs any other action other than Move on its 1st Action.&lt;br /&gt;
# Performs a 2nd Action after moving as the 1st Action.&lt;br /&gt;
* The following [[Abilities (EU2012)|Abilities]] change the above rules:&lt;br /&gt;
** &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; - Heavy can Fire + Fire/Move/Surpress/Overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Double Tap&#039;&#039;&#039; - Sniper can can Fire + Fire.&lt;br /&gt;
** &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; - Assault can Dash + Fire but not Dash + Equipment.&lt;br /&gt;
** &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; - Sniper can Move and Fire with a Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
===List of Actions===&lt;br /&gt;
These are general actions that can be perform by your soldiers during the fight, depending on their [[Equipment (EU2012)|Equipment]] and [[Classes (EU2012)|Class]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Movement Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Walk&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dash&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fast movement. Provides defensive bonus against enemy reaction fire.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Move and use Grapple hook use to reach a higher position. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Doubles cover bonus &amp;amp; provides immunity to critical hits, but reduces sight radius. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Toggle Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Activates flight mode on Ghost armor. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ascend/ Descend&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Go up/down one level while flying. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Weapon Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Shoot weapon at enemy/area.&amp;lt;br&amp;gt;4 types of weapon shots: Standard, Headshot, Disabling and Free.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw grenade.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Can incapacitate targets for capture, easier if target&#039;s health is reduced. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Aim?&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Increase Aim for a number of turns. (&#039;&#039;unconfirmed&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppress&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fires at the area around the target to reduce its aim.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Takes a shot at the next enemy that moves through that unit&#039;s line of sight.  A small (?how much?) Aim penalty applies.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Spend a full action to reload weapon.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Perform a series of mental and physical attacks using Psionics. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Other Equipment Actions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Equip&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Change the current item with another one.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to heal Health Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stabilize/Revive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to stop bleeding and/or wake up an injured soldier. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Temporarily increase a soldier&#039;s Will and reduce damage taken. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Makes the soldier invisible for 1 turn or until attacking. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use a scanning device to increase your vision. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
* Both your soldiers and the aliens are able to sense one&#039;s presence by detecting any noise produced by the other side as a result of movement or firing. &lt;br /&gt;
&lt;br /&gt;
==Morale==&lt;br /&gt;
* Squad members are affected by morale and can panic on the battlefield moving and firing uncontrollably on friend and foe alike.  Losing squad members increases this chance while higher-ranked squad members and Officer Training Upgrades reduce this chance.&lt;br /&gt;
&lt;br /&gt;
==Environments==&lt;br /&gt;
* Everything is destructible with the exception of floors/ceilings and bringing down entire buildings.&lt;br /&gt;
&lt;br /&gt;
* Explosions can start fires which can spread each turn.  These prevent move across them but that can be countered with special armor.&lt;br /&gt;
&lt;br /&gt;
* Entering buildings is much more dynamic than in previous games.  Squad members can break through windows to enter buildings, kick down doors or quietly open them in standing on either side of the door frame.  The two former options increasing the chance enemies will hear you and come to investigate.&lt;br /&gt;
&lt;br /&gt;
* Roofs and elevated positions can be utilized for better line of sight and squad tactics.  Beyond traditional stairs and ladders, squad members can use drain pipes or armor upgrades to grapple or jet pack to higher elevations.  From the demo, it seems that you can get down from a roof anywhere.&lt;br /&gt;
&lt;br /&gt;
* There are weather effects in the game as well as day/night however they have no effect on game play.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Overwatch: Overwatch only allows a shot against the first unit spotted.  For example, if you put a soldier on overwatch and they fire at the first enemy to move, any subsequent enemies moving through that soldier&#039;s line-of-sight will not be fired upon.  The same applies to aliens overwatching against you.  For example, you could use a high-HP unit (e.g., SHIV) to draw enemy reaction fire and then follow-up with a more vulnerable unit&#039;s move.  This could also work against you if you&#039;re being flanked by multiple units the same turn.&lt;br /&gt;
&lt;br /&gt;
* Alien encounters: Sometimes aliens are setup to spawn at a given point on the map, such that they do not move until discovered by one of your units.  Upon discovery, the aliens interrupt your squad&#039;s turn and immediately move (though do not seem to take action/attack).  They tend to move relative to the unit discovering them and either attack that position (e.g., aggressive Floaters) or take cover against that unit&#039;s position (e.g., Sectoids, Thin Men).  Therefore, if you&#039;re on a mission where time/turns don&#039;t matter (e.g., mission brief indicates no civilians; no countdown timer for mission objectives) you should move units one movement each at a time.  In other words, don&#039;t immediately dash a unit as far as possible, especially without overwatch protection.  Cycle through your whole squad giving each unit their first move before deciding whether to move each again or take action.  Otherwise, you may encounter a group of aliens that can quickly flank that forward unit while the rest of your squad is out of moves/actions.  Also, you may hinder your ability to purposefully flush the aliens toward a choke point, bunch them up in range of a specific unit (e.g., Heavy who can still fire his rocket, in Sniper LOS), or limit them to an area of the map with poor cover (e.g., explodable vehicles, half-cover).&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Pax Empyrean</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=38636</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=38636"/>
		<updated>2012-10-11T23:59:13Z</updated>

		<summary type="html">&lt;p&gt;Pax Empyrean: /* Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; padding:10px;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of soldier &#039;&#039;&#039;Classes&#039;&#039;&#039; follows a &#039;Rock, Paper, Scissor&#039; logic, where the different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors. &lt;br /&gt;
&lt;br /&gt;
There are five classes of XCOM soldiers present in the game: &lt;br /&gt;
* Assault&lt;br /&gt;
* Heavy&lt;br /&gt;
* Sniper&lt;br /&gt;
* Support&lt;br /&gt;
* Psionic (subclass)&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Assault Ability/Rank Tree&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; | Rank&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&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; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | Unit can Dash + Fire || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Allows to Dash and Fire, but not Dash and use equipment; 2 turn cooldown&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +30 (max) Critical Chance || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +10 points per enemy in sight&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +20 (max) Defense || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | 5  extra Defense points per enemy in sight&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +30 (max) Critical Chance || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Against adjacent targets; bonus declines with distance&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | Forces reaction miss || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | 1st shot fired at this unit on Overwatch is a miss&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Can fire 2 shots || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -15 Aim penalty on each shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  Shot that flushes enemy from cover || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Easy shot but low Damage to target&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +5 (max) Critical Damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +1 per each enemy spotted by the XCOM squad, maximum of 5&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | Always on Overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Will only fire at enemies moving within 4 tiles or less  distance&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Health Bonus || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Bonus value dependent on armor level&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +50% on Critical Damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | No Critical Hits || align=&amp;quot;center&amp;quot; | Unit is immune to Critical Hits&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will. &lt;br /&gt;
* Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like &#039;&#039;&#039;Aggression&#039;&#039;&#039; and &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; would suit a combat style involving multiple Assault units moving fast and aggressively using &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; continuously. A Sniper with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired.  This Assault soldier may be particularly useful in time-sensitive missions like [[Terror Mission (EU2012)|Terror Missions]] and [[Bomb Disposal (EU2012)|Bomb Disposals]].&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Heavy Ability/Rank Tree&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; | Rank&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&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; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | 1 rocket per mission || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Requires both Actions to fire&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Fire/Fire&amp;lt;br&amp;gt;Fire/Move|| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit can now fire twice or fire before moving on the same turn&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +10 Aim || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Bonus also benefits team members that fire at the same alien&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | + 33% Damage for 4 turns || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Bonus also benefits team members that fire at the same alien; lesser damage (4 points) on initial impact; gives 1 extra rocket - doesn&#039;t replace the normal rocket&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | Suppress ability || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | -30 Aim to enemy, allows reaction shot if the target moves&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | +100% Damage robotic enemies || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | For use against [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopods (EU2012)|Sectopods]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | 2 shots on Overwatch || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit gets another shot if reaction fire hits&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 2 grenades || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Each item slot can now carry 2 grenades&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Increase hit area || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; | Increases area of engagement of rockets and suppression by 2 spaces&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reduces damage || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reduces Damage taken if not exposed or flanked&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 extra rocket || align=&amp;quot;center&amp;quot; | ||  align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Additional damage || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Damage from Suppression and area-effect weapons is increased based on tech level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together. &lt;br /&gt;
* Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Rounds&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and&#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots.  This build could be particularly effective combined with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.&lt;br /&gt;
* Heavy Suppression: Focuses on perks that improve the rest of your squad like &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. Combined with &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; Support units, the player can pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier. &lt;br /&gt;
* Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Sniper Ability/Rank Tree&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; | Rank&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&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; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | + 30% Critical Chance  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Extra Critical Damage; 2 turn cool down&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Can fire on any sighted enemy || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Sniper can target any hostiles seen by the squad; requires clear line of fire&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit can Move/Fire || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -20 Aim penalty&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | +10 Aim || align=&amp;quot;center&amp;quot; | +10 Defense || align=&amp;quot;center&amp;quot; | Aim bonus given in addition to existing one for height&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +2 damage to pistols || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Shot to disable a target&#039;s weapon || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | If successful target may try to repair using reload; no critical hits; ??? turn cool down&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | + Vision || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit can deploy a scanner that creates a source of vision for 2 turns; can be used twice&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +10 Aim on injured targets || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | With targets at less that 50% health&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | No Aim penalty on overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | In addition, reaction fire can now cause Critical Hits&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Partial cover counts as full || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | Extra Action after a kill || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Kills made against flanked or exposed enemies with the sniper rifle don&#039;t cost an action&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | Unit can Fire/Fire || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 turn cool down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Sniper&#039;s initial choices focus between improving its aim and range, with perks like &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; or to address its close range limitations, with &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;.&lt;br /&gt;
* Afterwards Snipers can specialize on a number of areas, with perks like &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;, &#039;&#039;&#039;Double Tap&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; useful on a variety of situations. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
* Snipers can also train on their unique &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; perk, allowing them to temporarily disable an alien&#039;s weapon. &lt;br /&gt;
* Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).&lt;br /&gt;
* Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; and &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; perks.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipropose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Support Ability/Rank Tree&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; | Rank&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&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; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 smoke grenade +20 Defense || align=&amp;quot;center&amp;quot; | Allows unit to carry 1 smoke grenade - smoke cloud gives half cover (+20 Defense) to all units inside it; cloud lasts for 2 turns&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | 3 extra tiles Movement || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Overwatch on enemy attacks || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Reaction fire can now be triggered by enemy fire, in addition to movement &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 3 use Medikit || align=&amp;quot;center&amp;quot; | Unit can use each Medikit 3 times&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | 1 extra smoke grenade || align=&amp;quot;center&amp;quot; | Each equipment item slot can now carry 2 smoke grenades&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Improved unit heal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Medikits can revive critically injured soldiers at 33% of Health instead of just stabilizing them&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unit can Surpress || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | -30 penalty Aim to target; will fire a reaction shot if target moves&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | +10 Critical Chance +20 Will || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Larger cloud area +20 Defense || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | 1 more item slot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Improved unit heal || align=&amp;quot;center&amp;quot; | Medikits restore 4 more Health per use&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | 2 shots on Overwatch || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Unit will reaction fire twice&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;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. &lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
* 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;
==Psionic==&lt;br /&gt;
A Psionic is a late game class that appears once you tested your soldiers for psionic ability. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Psionic Ability/Rank Tree&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; | Rank&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Actions &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Attack&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;45%&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; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; ||  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Pax Empyrean</name></author>
	</entry>
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