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	<updated>2026-05-01T08:34:55Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid&amp;diff=89198</id>
		<title>Chryssalid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid&amp;diff=89198"/>
		<updated>2019-05-11T04:16:13Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Chryssalid}}&lt;br /&gt;
[[Image:chryssalid.gif|right|Chryssalid]]&lt;br /&gt;
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it sped and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking zombie. A new chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Chryssalid Autopsy}}&lt;br /&gt;
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]&lt;br /&gt;
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. The creature is a very effective terror weapons.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; are the alien [[Terror Units|Terror Unit]] that accompany [[Snakeman|Snakemen]]. &lt;br /&gt;
&lt;br /&gt;
The Chryssalid is a fast moving monster with strong armour. Its most prominent feature that sets it apart from every other alien is its melee attack. Chryssalid attacks can cause instantaneous death to civilians and soldiers  by planting an egg in them and injecting them with a venom that turns them into a [[Zombie]]. The attacks ignore body armour. &lt;br /&gt;
&lt;br /&gt;
A zombie created by a Chryssalid will shuffle towards X-COM forces and attempt to batter the soldiers to death. If the zombie is killed, a new Chryssalid will hatch from its carcass. Essentially, a single chryssalid left to its own devices in a terror site will quickly multiply and populate the city with other chryssalids. &lt;br /&gt;
&lt;br /&gt;
This unique ability is the reason the Chryssalid is treated with feared reverence amongst many players. It has even been awarded the most terrifying video-game monster on several on-line gaming magazine polls a few years in succession. &lt;br /&gt;
&lt;br /&gt;
The chryssalid does have several weaknesses. First and foremost, the Chryssalid is strictly a land bound alien. Flying units are able to keep well out of reach of their lethal attacks by hovering at least one level above the plane the Chryssalid is on. In open combat situations, this renders them harmless. &lt;br /&gt;
&lt;br /&gt;
Like [[Reaper | Reapers]] and other melee units, they can sometimes be put off their attacks or switch targets if they are attacked with reaction fire. &lt;br /&gt;
&lt;br /&gt;
In a prolonged battle, Chryssalids have a bad habit of exhausting their energy, as they can spend more energy per turn than what they can regenerate. This impacts heavily on their maximum travel distance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   110-127&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;                96&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;                140-162&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;             70-86&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;              110-118&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;               100&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;             N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;          50-69&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;                110-118&lt;br /&gt;
 &#039;&#039;&#039;Damage Type:&#039;&#039;&#039;           &amp;lt;i&amp;gt;???&amp;lt;/i&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Close Combat Accuracy:&#039;&#039;&#039; 80-92&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   15* (See Discussion page)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* While the level of popular hysteria regarding these creatures is somewhat excessive, they still deserve a high degree of caution and respect.  Maintain range at all times, and have multiple units supporting each other.  A chryssalid has been observed which required six heavy plasma rounds before dying, at a distance of around four meters.&lt;br /&gt;
* The few speedrunners on YouTube who play this game, generally avoid terror missions.  Because terror missions usually only happen once a month or so, if your overall score in the game is high enough, then while you must land, you can hit the abort button immediately after, without the penalty being catastrophic.  This means that other than during base assaults and the final mission, fighting Chryssalids is mostly optional.&lt;br /&gt;
*Beginner level Chryssalids have 110TU, and each melee attack costs 15TU. This means they can be out of visual range at the beginning of the turn and cross the 23 intervening tiles and still attack you in the same turn! But sometimes the Chryssalid will pop out of a building, run a few tiles, take a look at your soldiers, and the pop back into the cover it had before. This makes them susceptible to reaction fire since they do this several times, as long as you don&#039;t move up any further to get a better angle.&lt;br /&gt;
*They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.&lt;br /&gt;
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren&#039;t particularly susceptible to anything, despite the &amp;quot;vulnerability to explosives&amp;quot; mentioned above. &lt;br /&gt;
*[[Unconscious]] Chryssalids are as vulnerable to ordinary Grenades as any other object (which is a good thing, seeing that leaving stunned Chryssalids alive is generally a bad idea unless you can stun them again in case they get up). &lt;br /&gt;
**Alternately, revive it with stimulants from a [[Medi-Kit (EU)|Medi-kit]] and then finish it off with a weapon. &lt;br /&gt;
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs. This works too if you just sit on the next level the stairs are on and block the way up since a Chryssalid is considered to still be on the bottom level. Sitting at the top of Transport aircraft ramps works too.&lt;br /&gt;
*If you&#039;re afraid of a Chryssalid popping out of a corner while you&#039;re assaulting a base or a big UFO, place yourself below or above the Chryssalid&#039;s level and then pop out and blast it on your next turn.&lt;br /&gt;
*If you find a lone Chryssalid in your area and you&#039;re still using human rifles or laser pistols, you&#039;ll have to do the unthinkable, get in its face and unload the entire clip into it! It&#039;s probably not going to die even from point-blank full-auto Rifle fire, but it&#039;s sure better than shooting wildly and missing or waiting for a reaction shot that never comes.&lt;br /&gt;
*[[Heavy Weapons Platforms|HWP]]&#039;s can&#039;t be turned into Zombies but a Chryssalid attack can still make a mess of them. The HWP may survive the attack but will have a serious damage.&lt;br /&gt;
*Chryssalids usually dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them. A flying suited soldier can potentially distract a Chryssalid to an extent since a Chryssalid next to a flying soldier will stare angrily at it as long as there aren&#039;t any other ground units running amok nearby.&lt;br /&gt;
*Their lack of ranged attack or flying ability makes them easy meat once you have flying armor. &lt;br /&gt;
*AP works but you may want to skip the rifles and go straight to Heavy Cannon or Autocannons. Human weapons don&#039;t work very well unless it&#039;s a rocket launcher or something stronger than a laser pistol. Laser Rifles are reasonably effective as long as you have about 2 soldiers firing at each Chryssalid.&lt;br /&gt;
*All-round armour means Chryssalids are relatively quite HE-resistant, unless the Chryssalid was spawned from a Zombie that had its under armour damaged (this carries over to the Chryssalid form). Making it a good idea to kill Zombies with ground-zero explosions. &lt;br /&gt;
*A horrible way to meet one is shooting a Zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and sprints at you, turning your squad into more zombies. &lt;br /&gt;
*The only known way to prevent a Chryssalid hatching is to land killing blows on zombies with [[Incendiary]] rounds.&lt;br /&gt;
*Usually Chryssalids are unarmed, so they&#039;re sitting ducks during X-Com&#039;s turn. If you have a chance to kill one you should take it before it&#039;s too late. &lt;br /&gt;
*If one of your soldiers was Zombified alive, and so didn&#039;t drop all its weapons, the resulting Zombie and Chryssalid will reaction fire at you aggressively (if inaccurately).&lt;br /&gt;
*Listen during the alien turn closely. Chryssalids howl when they spot a target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As with all terror units, they can be encountered in the following mission types:&lt;br /&gt;
* [[Terror Mission]]&lt;br /&gt;
* [[Base Defence]]&lt;br /&gt;
* [[UFO Ground Assault]] ([[Terror ship|Terror Ship]] or [[Battleship]])&lt;br /&gt;
* [[Alien Base Assault]]&lt;br /&gt;
* [[Cydonia]]&lt;br /&gt;
&lt;br /&gt;
==Zombification==&lt;br /&gt;
&lt;br /&gt;
If a human unit (or Chryssalid under permanent control) is attacked by a Chryssalid - even once - it will become a [[Zombie]]. This happens regardless of what the other effects of the attack are, including death.&lt;br /&gt;
&lt;br /&gt;
Zombification occurs at the end of a Chryssalid&#039;s series of attacks on that particular opponent. So, even though only one attack is sufficient for zombification, a Chryssalid will keep attacking the same target until it dies, is stunned, or they run out of TU.&lt;br /&gt;
This means that armor causes a major difference in Chryssalid attack patterns. An unarmored soldier will often die in just one hit, so a single Chryssalid will often run up to soldier A, kill and Zombify him, run to soldier B, kill and Zombify, and repeat this many times. For grounded soldiers in Flying Suits, it will often take many more hits to kill it&#039;s target, often not leaving it enough TU to go after a fresh target.&lt;br /&gt;
&lt;br /&gt;
If the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop its weapons in the usual way before &amp;quot;resurrecting&amp;quot; as a Zombie. Regardless there&#039;ll be no corpse left behind.&lt;br /&gt;
&lt;br /&gt;
In the second case, Zombification without death, being &amp;quot;Zombified alive&amp;quot;, is special, in that it does not cause units to scream or drop their weapons. No morale loss for unit death will occur, and no points for killed soldiers  will be lost in this case. Armed Zombies can only use their equipment via [[Reaction Fire]], and when killed, change to armed Chryssalids (which have the same limitation).&lt;br /&gt;
&lt;br /&gt;
This scenario usually occurs in the case of a Chryssalid which has been reduced to critically low Health, and will very often be a Chryssalid that was previously knocked unconscious by bonus stun damage from conventional weapon fire. This is because Chryssalid melee accuracy is affected by Health %, so a critically wounded Chryssalid will often flail away and not be able to get a single hit in. Nonetheless, even a single missed attack has 100% chance of causing Zombification.&lt;br /&gt;
&lt;br /&gt;
The third option is if the attacks ended up [[Stun|stunning]] the unit. The unconscious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (conscious) alien.&lt;br /&gt;
&lt;br /&gt;
Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will always have their core stats, unadjusted by difficulty level.  In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039;, if playing in Beginner mode, armor of units is adjusted to 50% of core for all units.  This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids!  So if you&#039;re playing on Beginner, make sure you are prepared to kill a Chryssalid significantly stronger than what you have been facing normally!&lt;br /&gt;
&lt;br /&gt;
Any damage done to the Zombie&#039;s armor will carry over to the resulting Chryssalid, in % terms! So, if you shoot the zombie in a certain location a few times, say the rear (it doesn&#039;t matter since zombies have 4 armor all over on Superhuman), and it gets reduced to zero, the resulting Chryssalid will have zero armor in that location when it spawns! Since Chryssalids have 34 armor on all sides on difficulty above Beginner, a reduction to 0 armor is very very significant.&lt;br /&gt;
&lt;br /&gt;
Zombies created during (for example) Alien Turn 3 will only be able to move and attack during (for example) Alien Turn 4.&lt;br /&gt;
&lt;br /&gt;
As noted under [[Zombie]], Zombie research teams under controlled conditions have never seen a spontaneous Chryssalid hatching while the Zombie is still mobile and unharmed. &lt;br /&gt;
So although the Zombie packs a wallop in melee, don&#039;t shoot them if you aren&#039;t prepared to deal with the Chryssalid immediately afterwards. Run away until you can bring to bear enough firepower to deal with both the Zombie and the Chryssalid.&lt;br /&gt;
&lt;br /&gt;
Chryssalids left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.&lt;br /&gt;
&lt;br /&gt;
However, the newly raised civilian zombies, as well as the accompanying Snakemen, tend to attack first before the chryssalid so there tend to be quite a few deaths before another zombie comes into play. So now the question is, death by plasma, strangling, and/or zombification or death by bullets, lasers, and explosives?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Tentaculat]]&lt;br /&gt;
*[[Data Canister: Chryssalid]]&lt;br /&gt;
*[[Gaining_permanent_control_of_a_Chryssalid/Tentaculat|Exploit: gaining permanent control via psionics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bio-Drone&amp;diff=85350</id>
		<title>Bio-Drone</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bio-Drone&amp;diff=85350"/>
		<updated>2017-11-19T10:19:45Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open|title = Bio-Drone}}&lt;br /&gt;
[[Image:BioDrone.png|right|Bio-Drone]]The Bio-Drone is a creation only an alien mind could conceive of. It is a brain, (human or alien) suspended in amniotic fluids and connected to a powered base unit that can fly on land or below water.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each Bio-Drone is armed with a powerful auditory disruptor, part machine and part organism. Some of our scientists have suggested that the weapon is driven by the host organisms original vocal cords. Highly accurate and tenacious these super guard dogs are widely used by the aliens to protect valuable assets. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
{{Ref Close | source = Terror From The Deep Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open|title = Bio-Drone Autopsy}}&lt;br /&gt;
[[Image:BioDroneAutopsy.png|right|Bio-Drone Autopsy]]&lt;br /&gt;
The hypothesis that the auditory disruptor is a biological device are true. This unfortunate creature literally screams its enemies to death. Every example has massive surgical trauma scars and is severely mutilated. The aliens appear to butcher the brain into obedience.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Most of the brains used in the creatures are alien in origin, but nothing can compare to the horror of finding a human based unit. The Bio-Drones are powered by an ION engine and incorporate some form of remote control system. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
{{Ref Close | source = Terror From The Deep Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Statbox module&lt;br /&gt;
| name = Bio-Drone&lt;br /&gt;
| time_units = 80 - 118&lt;br /&gt;
| health = 140&lt;br /&gt;
| energy = 120 - 178&lt;br /&gt;
| reactions = 40 - 54&lt;br /&gt;
| strength = 120 - 149&lt;br /&gt;
| bravery = 100&lt;br /&gt;
| firing_acc = 36 - 146&lt;br /&gt;
| throwing_acc = 0&lt;br /&gt;
| MC_skill = 0&lt;br /&gt;
| MC_strength = 90 - 112&lt;br /&gt;
| armour_front = 10 - 30&lt;br /&gt;
| armour_left = 6 - 18&lt;br /&gt;
| armour_right = 6 - 18&lt;br /&gt;
| armour_back = 4 - 12&lt;br /&gt;
| armour_under = 2 - 6&lt;br /&gt;
}}&lt;br /&gt;
{{Statbox module/hidden stats&lt;br /&gt;
| melee_acc = 0&lt;br /&gt;
| energy_recharge = 40&lt;br /&gt;
| victory_points = 25&lt;br /&gt;
| standing_height = ?&lt;br /&gt;
| kneeling_height =  ?&lt;br /&gt;
| intelligence = 7&lt;br /&gt;
| aggression = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Statbox module/unique stats&lt;br /&gt;
| armour_category = Xarquid/Bio-Drone&lt;br /&gt;
| rank_types = Terrorist&lt;br /&gt;
| unique_attributes = Can Fly, Melee Attack (bugged)&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Functionally identical to the [[Cyberdisc]]s of the First Alien War, except miniturised for indoor-use, Bio-Drones are terribly dangerous. They are fast and possess very deadly and accurate projectile attacks, can fly, and destroying them will usually cause a large explosion. The latter is especially annoying in Shipping Route [[Terror Mission (TFTD)|Terror Missions]], which are full of small rooms and cramped corridors.&lt;br /&gt;
&lt;br /&gt;
Bio-Drones are, along with the [[Tentaculat]]s, the most powerful Terror units deployed by the Aliens in the [[Second Alien War]]. What&#039;s worse, they accompany the two most powerful Alien Races: [[Lobster Men]] and [[Tasoth]].&lt;br /&gt;
&lt;br /&gt;
== Innate weapon == &lt;br /&gt;
&lt;br /&gt;
The [[Triscene]] and Bio-Drone use very same type of turret that is mounted on the [[Displacer /Sonic]]. The Displacer/Sonic&#039;s turret specifications are duplicated here: &lt;br /&gt;
&lt;br /&gt;
{{HWPturret&lt;br /&gt;
| type=Sonic &lt;br /&gt;
| ammo=Sonic&lt;br /&gt;
| damage=110 Sonic&lt;br /&gt;
| stowage=100&lt;br /&gt;
| acquisition=Manufacture&lt;br /&gt;
| buyprice= n/a&lt;br /&gt;
| sellprice= n/a&lt;br /&gt;
| aimedaccuracy=100&lt;br /&gt;
| adjaimedaccuracy=-&lt;br /&gt;
| aimedcost=60&lt;br /&gt;
| aimedTU=-&lt;br /&gt;
| snapaccuracy=85&lt;br /&gt;
| adjsnapaccuracy=-&lt;br /&gt;
| snapcost=30&lt;br /&gt;
| snapTU=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note: Actual TU costs have been omitted as these will vary due to difficulty level adjustments. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
The usual Cyberdisc warnings apply here:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt;Using anything other than a Melee weapon against it, will cause an explosion big enough to kill creatures nearby... aliens, civilians, or your [[Aquanauts]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Though it has a front and back, and technically possible to sneak up upon it unnoticed, it is physically impossible to tell which way it is facing because of planer symmetry.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When possible, double-team against a Bio-Drone. Have an aquanaut draw fire, while another sneaks up behind it with a Melee weapon.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Bio-Drones leave scorch marks on the ground (and sometimes set fire to it) if they are moving around above sea level much like the [[Silacoid]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;They have extremely high Firing Accuracy but relatively low Reactions, so it&#039;s a good idea to use Aquanauts with high Reactions and TUs when fighting them.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Bio-Drone:&lt;br /&gt;
* The Bio-Drone takes 0.6x damage from Incendiary attacks and explosives, 0.7x damage from Gauss weapons and 0.9x damage from Stun and Sonic weapons, but also takes 1.45x damage from melee attacks.&lt;br /&gt;
* It appears exclusively on land, but is among the most common terror units since it can accompany Tasoths, Lobstermen, or Mixed crews.&lt;br /&gt;
* It has the highest Firing Accuracy in the game.&lt;br /&gt;
* While Bio-Drones possess a melee attack, they will rarely be able to hit your Aquanauts due to their Melee Accuracy of 0 (likely a mistake on the part of the game designers). If an attack does connect, however, it will usually be fatal due to Bio-Drones&#039; enormous Strength stat and Aquanauts&#039; vulnerability to melee damage.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Terror_Units_(TFTD)|Terror Units]]&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Lobsterman]]&lt;br /&gt;
* [[Cyberdisc]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaper&amp;diff=85349</id>
		<title>Reaper</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaper&amp;diff=85349"/>
		<updated>2017-11-19T06:04:25Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:reaper.gif|right|Reaper]]&lt;br /&gt;
Reapers are an alien [[Terror Units|terror unit]] accompanying [[Floater]]s. As with all terror units, they can be encountered in [[Terror Mission]], [[Base Defence]]s, [[Alien Base Assault]], with a [[Terror ship|Terror Ship]] or [[Battleship]], and finally [[Cydonia]].&lt;br /&gt;
&lt;br /&gt;
The Reaper&#039;s only means of attack is its bite. This means that it can&#039;t attack unless it&#039;s standing right next to its target, so as long as you&#039;re more than 12 squares away, it can&#039;t hurt you. The Reaper&#039;s main defense is that it has the highest health (148HP) of any unit in the game.  &lt;br /&gt;
&lt;br /&gt;
A Reaper has, however, been observed chewing a Tank/Rocket Launcher into scrap metal, so don&#039;t be complacent about leaving your tanks next to it, thinking that the cute bipedal doggy can&#039;t do any harm to them.  Their TUs are also somewhat high, and their health means that they will normally need 3-4 hits to put down, unless you are using heavy plasma or incendiaries.  So while Floaters should be prioritised as targets ahead of them, Reapers should not be completely ignored.  They will happily eat anything they can get hold of.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   62-71&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;                148&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;                90-104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;             64-79&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;              90-97&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;               90&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;             N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;          35-40&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;                90-97&lt;br /&gt;
 &#039;&#039;&#039;Close Combat Accuracy:&#039;&#039;&#039; 80-92%&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   15&lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. The primitive predatory instincts of this creature are of little use except to terrorise and destroy. Reapers are commonly associated with [[Floater]]s.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:reaperautopsy.gif|right|Reaper - Autopsy]]&lt;br /&gt;
The Reaper contains two &#039;brains&#039; and two &#039;hearts&#039; which allow it to function even when heavily wounded. However its furry skin is highly flammable, making the creature vulnerable to incendiary weapons.&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Reaper:&lt;br /&gt;
* The Reaper&#039;s bite does 1.2x damage to unarmoured soldiers and [[civilian]]s.&lt;br /&gt;
* It does 0.9x damage to tanks and hovertanks.&lt;br /&gt;
* It takes 1.7x damage from incendiary weapons.  The [[Auto-Cannon]] with Incendiary rounds works well against it.  Reapers have also been observed retreating from areas which were already on fire, although it is unknown whether or not this was deliberate.&lt;br /&gt;
* It&#039;s quite large, making for an easy target.&lt;br /&gt;
* Takes up 4 squares on the battlescape.&lt;br /&gt;
* Has very high strength.&lt;br /&gt;
* Quite low [[Psionic Strength]], making it easier to mind-control and/or panic.&lt;br /&gt;
* If next to its target, the Reaper can attack up to 4 or 5 times in one turn.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Smoke_Grenade&amp;diff=85337</id>
		<title>Smoke Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Smoke_Grenade&amp;diff=85337"/>
		<updated>2017-11-10T00:17:02Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Smoke grenade provides a portable smoke-screen that you can deploy to hide your troops. It operates the same way as a conventional grenade, but on detonation releases a medium sized dense cloud cover. The cloud will eventually thin and spread out over the course of several turns. &lt;br /&gt;
&lt;br /&gt;
Smoke is difficult to use effectively in X-COM, although when properly deployed, it can be even more effective than armor.  A well-placed smoke screen can help you to see the aliens before they see you and allow you to fire upon them without risk of return fire.  It will also limit the number of aliens that can spot your troops at any given moment, allowing you to concentrate your firepower on the aliens nearest to you.&lt;br /&gt;
&lt;br /&gt;
Smoke should not be permitted to cause complacency.  While it can mean the difference between dead units, and units which can be kept up with medikits until the end of a mission, smoke is still not a complete substitute for physical cover.  There are videos on YouTube by otherwise very good players, who still show said players leaving their units in smoke with no physical cover, and then being surprised when said units get shot by aliens.  Use smoke to cover rapid charges across open terrain, but get your units back behind physical cover again as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Smoke is also a double edged sword.  While it reduces firing accuracy for the aliens, it does so for your own soldiers if they have to shoot through it as well.  If you are going to use it, practice to the point where you know when you should use it, and when not to.&lt;br /&gt;
&lt;br /&gt;
Conventional explosive (HE) weapons and [[incendiary]] weapons will produce a smoke cloud, but it is believed that only smoke grenades will produce a high-density cloud, which has as much as three times the obscuring power.  &lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Dye Grenade]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Smoke Grenade Pattern.png|right|200 px|thumb|Smoke Grenade &amp;quot;blast&amp;quot; pattern formed after initial explosion.]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS20.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 60 (Smoke)&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs:&lt;br /&gt;
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]] &lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $150&lt;br /&gt;
*Sell Price: $120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
=== During deployment ===&lt;br /&gt;
A simple and highly-effective use of smoke grenades is to throw one at the base of your transport&#039;s ramp on the first turn of deployment (do not deploy until Turn 2, after the grenade has detonated).  This will mask your soldiers&#039; movements as they emerge from the transport, greatly reducing the chance of their being killed by as-yet-unseen aliens.  Additionally, aliens have their full [[Time Units]] at the start of combat; on subsequent turns they will usually have walked around a bit, making their reaction fire less deadly.&lt;br /&gt;
&lt;br /&gt;
If the transport has landed in a high-risk area (facing a building, a UFO door, or several visible aliens), you may wish to drop an additional grenade inside the transport, to reduce the aliens&#039; ability to fire upon your undeployed troops.&lt;br /&gt;
&lt;br /&gt;
=== During scouting ===&lt;br /&gt;
Smoke can also reduce the dangers of advancing across open ground without cover.  Keep a cloud between your troops and the aliens, if their positions are known, or throw them in front of your front-line troops and advance inside the smoke cloud.  When you spot aliens, utilize standard [[Scouting#Scout/Sniper Tactics|scout/sniper tactics]]: have the scout stop moving, and fire upon the alien(s) using snipers hidden by the smoke.&lt;br /&gt;
&lt;br /&gt;
For best results, place the smoke grenade between yourself and the attackers.  Placing it on yourself or on the aliens you wish to blind does not work as well because the aliens will have only half as much smoke to look through.&lt;br /&gt;
&lt;br /&gt;
=== Protecting exposed soldiers ===&lt;br /&gt;
&lt;br /&gt;
If a soldier is moved and ends up stranded in an open field with an alien in full view, the chance this soldier of surviving tend to be very slim. You can alter the odds very slightly by throwing a &#039;&#039;&#039;0 turn&#039;&#039;&#039; smoke grenade between the soldier and the alien to provide cover. &lt;br /&gt;
&lt;br /&gt;
Even though the alien be facing and may already be attacking the soldier, as long as the smoke cloud is up by the time the alien move begins, it will affect the alien&#039;s ability to target the soldier and may prevent it from attacking. &lt;br /&gt;
&lt;br /&gt;
Rockets are an instant means to provide similar support, but the cloud generated will not be as dense.&lt;br /&gt;
&lt;br /&gt;
=== Outside UFOs ===&lt;br /&gt;
Multiple aliens will often engage your troops from &#039;&#039;within&#039;&#039; the UFO after one alien has stepped through the door.  To prevent this, you can detonate a smoke grenade just outside a UFO door.  Any aliens that step out will have to engage your troops one at a time.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if your troops are a sufficient distance away (10 - 15 squares), any emerging alien will have to travel several paces &#039;&#039;through&#039;&#039; the smoke before they can engage your troops, reducing their TUs and giving your troops a much greater chance of [[Reaction fire formula|firing first]].&lt;br /&gt;
&lt;br /&gt;
=== Inside UFOs ===&lt;br /&gt;
The confined spaces inside a UFO reduce the usefulness of smoke.  However, smoke may still be of use in limiting aliens&#039; visibility down long corridors, across larger rooms, or placed in front of inner doors (as per &amp;quot;Outside UFOs&amp;quot;, above).&lt;br /&gt;
&lt;br /&gt;
=== During base defense ===&lt;br /&gt;
If you have [[Base Layout Strategy|built your base properly]], placing a smoke grenade at the &amp;quot;choke point&amp;quot; (outside the Access Lift) will allow you to use scout/sniper tactics while engaging the invasion force.  Have one unit advance through the smoke until an alien is spotted, then have it retreat back out of the alien&#039;s visual range and open fire using troops hidden by the smoke.&lt;br /&gt;
&lt;br /&gt;
=== Night missions ===&lt;br /&gt;
Soldiers&#039; [[line of sight|visual range]] at night is only 9 squares, but aliens&#039; night-time visual range is the same day or night: 20 squares. Thus, you might be able to even the odds a bit using well-placed smoke grenades.&lt;br /&gt;
&lt;br /&gt;
== Map limitations ==&lt;br /&gt;
Perhaps the biggest drawback of the use of smoke is the limited availability of smoke &amp;quot;squares&amp;quot; that can be displayed on the map.  Only 400 squares of smoke or fire can be displayed on the map at any one time; this is equivalent to about three smoke grenades, or less than that if smoke or fire has been generated by HE or Incendiary rounds.  If the UFO has crash-landed, there may be even less smoke available for display.&lt;br /&gt;
&lt;br /&gt;
It takes 15-20 turns for the cloud from a smoke grenade to clear, during which time you may be unable to create additional clouds in desired locations.  The game seems to store &amp;quot;undisplayed&amp;quot; smoke -- as smoke from earlier explosions clears, smoke from more recent explosions appears, even if it was not displayed at first.&lt;br /&gt;
&lt;br /&gt;
It is believed that &amp;quot;undisplayed&amp;quot; smoke does not provide any cover, and this has been tested to some extent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Smoke spreads around after an explosion. While smoke itself is stored in the savefile [[SMOKREF.DAT]], perhaps information as to where the smoke will go to is stored in [[SMOKBIT.DAT]] - Explaining why &amp;quot;undisplayed&amp;quot; smoke seems to &amp;quot;reappear&amp;quot; later on... - BB&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visual range ==&lt;br /&gt;
The smoke cloud produced by a smoke grenade provides the best screen within the first turn after detonation.  The initial visibility through the cloud is 4-6 squares.  Over time the smoke will spread out and cover a larger area, but by then the smoke will have grown thin and units and allies alike will be able to see much farther through the smoke than when it was a tight mass. Smoke has a variable starting effectiveness, which falls off as time passes. A good rule to know is that every turn allows the aliens (and you) to see one tile further per 3 tiles of smoke, until all the smoke particles clear.&lt;br /&gt;
&lt;br /&gt;
The formula is at [[SMOKREF.DAT]]&lt;br /&gt;
&lt;br /&gt;
If you take the amount of turns a given tile of smoke is due to last, divide that by three and round the result down, you have the amount of tiles worth of visibility it&#039;ll reduce. However, there is no way to tell a cloud&#039;s age just by looking at it. Typically each tile produced by a freshly detonated smoke grenade will block from one to four tiles.&lt;br /&gt;
&lt;br /&gt;
Be warned that the smokescreen produced is not an impenetrable barrier. It will hinder visibility not just for your enemies, but for your allies as well.  However, this trait allows the use of [[Scouting#Scout/Sniper Tactics|scout/sniper tactics]] over short distances or in confined spaces: if you spot an alien while wandering through smoke, move back one square out of its visual range again and &#039;&#039;then&#039;&#039; fire at it.  It will not return fire.  (See [[reaction fire triggers]] for more details.)&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
Using smoke grenades on the battlefield can cause your own units to take [[Stun]] damage, weakening them and potentially leading to [[unconscious]]ness.&lt;br /&gt;
&lt;br /&gt;
Unarmoured units will take stun damage whenever they end their turn inside a cloud of smoke. The stun damage to an unarmoured unit is 1-3 points per round. Soldiers in Power Suits or Flying Suits are immune to stun effects from smoke. Even unarmoured troops will have to spend a long time in smoke before they become unconscious, so as long as you remain aware of your soldiers&#039; Stun levels (the narrow white bar within the Health bar), it should not present major problems. &lt;br /&gt;
&lt;br /&gt;
A more serious hazard emerges from a bug in the way the game handles fire, smoke and [[Incendiary]] effects. Fire and smoke are interdependent in the game. One unintended consequence is that stun damage is done to all friendly units standing in any smoke area, every time an incendiary explosion occurs anywhere on the map. This happens instantaneously, affecting soldiers who are in smoke at the time of detonation. Therefore, be very careful in your use of IC munitions if you wish to move unarmored units through smoke, or hide them in smoke.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately this is another major drawback that prevents smoke from fulfilling its powerful tactical potential. A few turns maneuvering through smoke, followed by an inadvertent burst of Incendiary rounds from an Auto-Cannon, is capable of knocking out half of your force. Of course this becomes less of a problem once all your troops are outfitted with heavy armour and immune to these effects. &lt;br /&gt;
&lt;br /&gt;
Note - under no circumstances will enemy-controlled units take stun damage from smoke, or from incendiary action while standing in smoke. If aliens are under X-COM mind control, they will take stun damage from smoke, but never when enemy-controlled.&lt;br /&gt;
&lt;br /&gt;
Note - You can use this bug to your advantage, to save the life of the soldier who first goes through the door of a medium scout. One clever solution given by forum-ites was to have some snipers stationed a bit further away from the UFO. Then one unit bursts into the UFO but is not fired upon due to mutual surprise. You then KO this scout with a stun launcher, then snipe the aliens within the UFO from out of vision range.&lt;br /&gt;
However, early game, you don&#039;t have access to stun launchers. However, you can have someone toss a smoke grenade, putting the interior of the UFO in smoke, then fire off some AC-IN rounds elsewhere to intentionally KO him.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Smoke will extinguish a raging fire. However, a unit on fire cannot be extinguished by smoke.&lt;br /&gt;
* Dropping an activated smoke grenade instead of throwing it saves TU, using 50%+2 TU instead of 75+%.&lt;br /&gt;
* Smoke does not travel vertically, upwards or downwards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Smoke and Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Understanding Grenades]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Smoke_Grenade&amp;diff=85336</id>
		<title>Smoke Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Smoke_Grenade&amp;diff=85336"/>
		<updated>2017-11-10T00:15:09Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Smoke grenade provides a portable smoke-screen that you can deploy to hide your troops. It operates the same way as a conventional grenade, but on detonation releases a medium sized dense cloud cover. The cloud will eventually thin and spread out over the course of several turns. &lt;br /&gt;
&lt;br /&gt;
Smoke is difficult to use effectively in X-COM, although when properly deployed, it can be even more effective than armor.  A well-placed smoke screen can help you to see the aliens before they see you and allow you to fire upon them without risk of return fire.  It will also limit the number of aliens that can spot your troops at any given moment, allowing you to concentrate your firepower on the aliens nearest to you.&lt;br /&gt;
&lt;br /&gt;
Smoke should not be permitted to cause complacency.  While it can mean the difference between dead units, and units which can be kept up with medikits until the end of a mission, smoke is still not a complete substitute for physical cover.  There are videos on YouTube by otherwise very good players, who still show said players leaving their units in smoke with no physical cover, and then being surprised when said units get shot by aliens.  Use smoke to cover rapid charges across open terrain, but get your units back behind physical cover again as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Smoke is also a double edged sword.  While it reduces firing accuracy for the aliens, it does so for your own soldiers if they have to shoot through it as well.  If you are going to use it, practice to the point where you know when you use it and when not to.&lt;br /&gt;
&lt;br /&gt;
Conventional explosive (HE) weapons and [[incendiary]] weapons will produce a smoke cloud, but it is believed that only smoke grenades will produce a high-density cloud, which has as much as three times the obscuring power.  &lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Dye Grenade]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Smoke Grenade Pattern.png|right|200 px|thumb|Smoke Grenade &amp;quot;blast&amp;quot; pattern formed after initial explosion.]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS20.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 60 (Smoke)&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs:&lt;br /&gt;
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]] &lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $150&lt;br /&gt;
*Sell Price: $120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
=== During deployment ===&lt;br /&gt;
A simple and highly-effective use of smoke grenades is to throw one at the base of your transport&#039;s ramp on the first turn of deployment (do not deploy until Turn 2, after the grenade has detonated).  This will mask your soldiers&#039; movements as they emerge from the transport, greatly reducing the chance of their being killed by as-yet-unseen aliens.  Additionally, aliens have their full [[Time Units]] at the start of combat; on subsequent turns they will usually have walked around a bit, making their reaction fire less deadly.&lt;br /&gt;
&lt;br /&gt;
If the transport has landed in a high-risk area (facing a building, a UFO door, or several visible aliens), you may wish to drop an additional grenade inside the transport, to reduce the aliens&#039; ability to fire upon your undeployed troops.&lt;br /&gt;
&lt;br /&gt;
=== During scouting ===&lt;br /&gt;
Smoke can also reduce the dangers of advancing across open ground without cover.  Keep a cloud between your troops and the aliens, if their positions are known, or throw them in front of your front-line troops and advance inside the smoke cloud.  When you spot aliens, utilize standard [[Scouting#Scout/Sniper Tactics|scout/sniper tactics]]: have the scout stop moving, and fire upon the alien(s) using snipers hidden by the smoke.&lt;br /&gt;
&lt;br /&gt;
For best results, place the smoke grenade between yourself and the attackers.  Placing it on yourself or on the aliens you wish to blind does not work as well because the aliens will have only half as much smoke to look through.&lt;br /&gt;
&lt;br /&gt;
=== Protecting exposed soldiers ===&lt;br /&gt;
&lt;br /&gt;
If a soldier is moved and ends up stranded in an open field with an alien in full view, the chance this soldier of surviving tend to be very slim. You can alter the odds very slightly by throwing a &#039;&#039;&#039;0 turn&#039;&#039;&#039; smoke grenade between the soldier and the alien to provide cover. &lt;br /&gt;
&lt;br /&gt;
Even though the alien be facing and may already be attacking the soldier, as long as the smoke cloud is up by the time the alien move begins, it will affect the alien&#039;s ability to target the soldier and may prevent it from attacking. &lt;br /&gt;
&lt;br /&gt;
Rockets are an instant means to provide similar support, but the cloud generated will not be as dense.&lt;br /&gt;
&lt;br /&gt;
=== Outside UFOs ===&lt;br /&gt;
Multiple aliens will often engage your troops from &#039;&#039;within&#039;&#039; the UFO after one alien has stepped through the door.  To prevent this, you can detonate a smoke grenade just outside a UFO door.  Any aliens that step out will have to engage your troops one at a time.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if your troops are a sufficient distance away (10 - 15 squares), any emerging alien will have to travel several paces &#039;&#039;through&#039;&#039; the smoke before they can engage your troops, reducing their TUs and giving your troops a much greater chance of [[Reaction fire formula|firing first]].&lt;br /&gt;
&lt;br /&gt;
=== Inside UFOs ===&lt;br /&gt;
The confined spaces inside a UFO reduce the usefulness of smoke.  However, smoke may still be of use in limiting aliens&#039; visibility down long corridors, across larger rooms, or placed in front of inner doors (as per &amp;quot;Outside UFOs&amp;quot;, above).&lt;br /&gt;
&lt;br /&gt;
=== During base defense ===&lt;br /&gt;
If you have [[Base Layout Strategy|built your base properly]], placing a smoke grenade at the &amp;quot;choke point&amp;quot; (outside the Access Lift) will allow you to use scout/sniper tactics while engaging the invasion force.  Have one unit advance through the smoke until an alien is spotted, then have it retreat back out of the alien&#039;s visual range and open fire using troops hidden by the smoke.&lt;br /&gt;
&lt;br /&gt;
=== Night missions ===&lt;br /&gt;
Soldiers&#039; [[line of sight|visual range]] at night is only 9 squares, but aliens&#039; night-time visual range is the same day or night: 20 squares. Thus, you might be able to even the odds a bit using well-placed smoke grenades.&lt;br /&gt;
&lt;br /&gt;
== Map limitations ==&lt;br /&gt;
Perhaps the biggest drawback of the use of smoke is the limited availability of smoke &amp;quot;squares&amp;quot; that can be displayed on the map.  Only 400 squares of smoke or fire can be displayed on the map at any one time; this is equivalent to about three smoke grenades, or less than that if smoke or fire has been generated by HE or Incendiary rounds.  If the UFO has crash-landed, there may be even less smoke available for display.&lt;br /&gt;
&lt;br /&gt;
It takes 15-20 turns for the cloud from a smoke grenade to clear, during which time you may be unable to create additional clouds in desired locations.  The game seems to store &amp;quot;undisplayed&amp;quot; smoke -- as smoke from earlier explosions clears, smoke from more recent explosions appears, even if it was not displayed at first.&lt;br /&gt;
&lt;br /&gt;
It is believed that &amp;quot;undisplayed&amp;quot; smoke does not provide any cover, and this has been tested to some extent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Smoke spreads around after an explosion. While smoke itself is stored in the savefile [[SMOKREF.DAT]], perhaps information as to where the smoke will go to is stored in [[SMOKBIT.DAT]] - Explaining why &amp;quot;undisplayed&amp;quot; smoke seems to &amp;quot;reappear&amp;quot; later on... - BB&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visual range ==&lt;br /&gt;
The smoke cloud produced by a smoke grenade provides the best screen within the first turn after detonation.  The initial visibility through the cloud is 4-6 squares.  Over time the smoke will spread out and cover a larger area, but by then the smoke will have grown thin and units and allies alike will be able to see much farther through the smoke than when it was a tight mass. Smoke has a variable starting effectiveness, which falls off as time passes. A good rule to know is that every turn allows the aliens (and you) to see one tile further per 3 tiles of smoke, until all the smoke particles clear.&lt;br /&gt;
&lt;br /&gt;
The formula is at [[SMOKREF.DAT]]&lt;br /&gt;
&lt;br /&gt;
If you take the amount of turns a given tile of smoke is due to last, divide that by three and round the result down, you have the amount of tiles worth of visibility it&#039;ll reduce. However, there is no way to tell a cloud&#039;s age just by looking at it. Typically each tile produced by a freshly detonated smoke grenade will block from one to four tiles.&lt;br /&gt;
&lt;br /&gt;
Be warned that the smokescreen produced is not an impenetrable barrier. It will hinder visibility not just for your enemies, but for your allies as well.  However, this trait allows the use of [[Scouting#Scout/Sniper Tactics|scout/sniper tactics]] over short distances or in confined spaces: if you spot an alien while wandering through smoke, move back one square out of its visual range again and &#039;&#039;then&#039;&#039; fire at it.  It will not return fire.  (See [[reaction fire triggers]] for more details.)&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
Using smoke grenades on the battlefield can cause your own units to take [[Stun]] damage, weakening them and potentially leading to [[unconscious]]ness.&lt;br /&gt;
&lt;br /&gt;
Unarmoured units will take stun damage whenever they end their turn inside a cloud of smoke. The stun damage to an unarmoured unit is 1-3 points per round. Soldiers in Power Suits or Flying Suits are immune to stun effects from smoke. Even unarmoured troops will have to spend a long time in smoke before they become unconscious, so as long as you remain aware of your soldiers&#039; Stun levels (the narrow white bar within the Health bar), it should not present major problems. &lt;br /&gt;
&lt;br /&gt;
A more serious hazard emerges from a bug in the way the game handles fire, smoke and [[Incendiary]] effects. Fire and smoke are interdependent in the game. One unintended consequence is that stun damage is done to all friendly units standing in any smoke area, every time an incendiary explosion occurs anywhere on the map. This happens instantaneously, affecting soldiers who are in smoke at the time of detonation. Therefore, be very careful in your use of IC munitions if you wish to move unarmored units through smoke, or hide them in smoke.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately this is another major drawback that prevents smoke from fulfilling its powerful tactical potential. A few turns maneuvering through smoke, followed by an inadvertent burst of Incendiary rounds from an Auto-Cannon, is capable of knocking out half of your force. Of course this becomes less of a problem once all your troops are outfitted with heavy armour and immune to these effects. &lt;br /&gt;
&lt;br /&gt;
Note - under no circumstances will enemy-controlled units take stun damage from smoke, or from incendiary action while standing in smoke. If aliens are under X-COM mind control, they will take stun damage from smoke, but never when enemy-controlled.&lt;br /&gt;
&lt;br /&gt;
Note - You can use this bug to your advantage, to save the life of the soldier who first goes through the door of a medium scout. One clever solution given by forum-ites was to have some snipers stationed a bit further away from the UFO. Then one unit bursts into the UFO but is not fired upon due to mutual surprise. You then KO this scout with a stun launcher, then snipe the aliens within the UFO from out of vision range.&lt;br /&gt;
However, early game, you don&#039;t have access to stun launchers. However, you can have someone toss a smoke grenade, putting the interior of the UFO in smoke, then fire off some AC-IN rounds elsewhere to intentionally KO him.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Smoke will extinguish a raging fire. However, a unit on fire cannot be extinguished by smoke.&lt;br /&gt;
* Dropping an activated smoke grenade instead of throwing it saves TU, using 50%+2 TU instead of 75+%.&lt;br /&gt;
* Smoke does not travel vertically, upwards or downwards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Smoke and Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Understanding Grenades]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Smoke_Grenade&amp;diff=85335</id>
		<title>Smoke Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Smoke_Grenade&amp;diff=85335"/>
		<updated>2017-11-10T00:12:02Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Smoke grenade provides a portable smoke-screen that you can deploy to hide your troops. It operates the same way as a conventional grenade, but on detonation releases a medium sized dense cloud cover. The cloud will eventually thin and spread out over the course of several turns. &lt;br /&gt;
&lt;br /&gt;
Smoke is difficult to use effectively in X-COM, although when properly deployed, it can be even more effective than armor.  A well-placed smoke screen can help you to see the aliens before they see you and allow you to fire upon them without risk of return fire.  It will also limit the number of aliens that can spot your troops at any given moment, allowing you to concentrate your firepower on the aliens nearest to you.&lt;br /&gt;
&lt;br /&gt;
Smoke should not be permitted to cause complacency.  While it can mean the difference between dead units, and units which can be kept up with medikits until the end of a mission, smoke is still not a complete substitute for physical cover.  There are videos on YouTube by otherwise very good players, who still show said players leaving their units in smoke with no physical cover, and then being surprised when said units get shot by aliens.  Use smoke to cover rapid charges across open terrain, but get your units back behind physical cover again as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Conventional explosive (HE) weapons and [[incendiary]] weapons will produce a smoke cloud, but it is believed that only smoke grenades will produce a high-density cloud, which has as much as three times the obscuring power.  &lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Dye Grenade]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Smoke Grenade Pattern.png|right|200 px|thumb|Smoke Grenade &amp;quot;blast&amp;quot; pattern formed after initial explosion.]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS20.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 60 (Smoke)&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs:&lt;br /&gt;
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]] &lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $150&lt;br /&gt;
*Sell Price: $120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
=== During deployment ===&lt;br /&gt;
A simple and highly-effective use of smoke grenades is to throw one at the base of your transport&#039;s ramp on the first turn of deployment (do not deploy until Turn 2, after the grenade has detonated).  This will mask your soldiers&#039; movements as they emerge from the transport, greatly reducing the chance of their being killed by as-yet-unseen aliens.  Additionally, aliens have their full [[Time Units]] at the start of combat; on subsequent turns they will usually have walked around a bit, making their reaction fire less deadly.&lt;br /&gt;
&lt;br /&gt;
If the transport has landed in a high-risk area (facing a building, a UFO door, or several visible aliens), you may wish to drop an additional grenade inside the transport, to reduce the aliens&#039; ability to fire upon your undeployed troops.&lt;br /&gt;
&lt;br /&gt;
=== During scouting ===&lt;br /&gt;
Smoke can also reduce the dangers of advancing across open ground without cover.  Keep a cloud between your troops and the aliens, if their positions are known, or throw them in front of your front-line troops and advance inside the smoke cloud.  When you spot aliens, utilize standard [[Scouting#Scout/Sniper Tactics|scout/sniper tactics]]: have the scout stop moving, and fire upon the alien(s) using snipers hidden by the smoke.&lt;br /&gt;
&lt;br /&gt;
For best results, place the smoke grenade between yourself and the attackers.  Placing it on yourself or on the aliens you wish to blind does not work as well because the aliens will have only half as much smoke to look through.&lt;br /&gt;
&lt;br /&gt;
=== Protecting exposed soldiers ===&lt;br /&gt;
&lt;br /&gt;
If a soldier is moved and ends up stranded in an open field with an alien in full view, the chance this soldier of surviving tend to be very slim. You can alter the odds very slightly by throwing a &#039;&#039;&#039;0 turn&#039;&#039;&#039; smoke grenade between the soldier and the alien to provide cover. &lt;br /&gt;
&lt;br /&gt;
Even though the alien be facing and may already be attacking the soldier, as long as the smoke cloud is up by the time the alien move begins, it will affect the alien&#039;s ability to target the soldier and may prevent it from attacking. &lt;br /&gt;
&lt;br /&gt;
Rockets are an instant means to provide similar support, but the cloud generated will not be as dense.&lt;br /&gt;
&lt;br /&gt;
=== Outside UFOs ===&lt;br /&gt;
Multiple aliens will often engage your troops from &#039;&#039;within&#039;&#039; the UFO after one alien has stepped through the door.  To prevent this, you can detonate a smoke grenade just outside a UFO door.  Any aliens that step out will have to engage your troops one at a time.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if your troops are a sufficient distance away (10 - 15 squares), any emerging alien will have to travel several paces &#039;&#039;through&#039;&#039; the smoke before they can engage your troops, reducing their TUs and giving your troops a much greater chance of [[Reaction fire formula|firing first]].&lt;br /&gt;
&lt;br /&gt;
=== Inside UFOs ===&lt;br /&gt;
The confined spaces inside a UFO reduce the usefulness of smoke.  However, smoke may still be of use in limiting aliens&#039; visibility down long corridors, across larger rooms, or placed in front of inner doors (as per &amp;quot;Outside UFOs&amp;quot;, above).&lt;br /&gt;
&lt;br /&gt;
=== During base defense ===&lt;br /&gt;
If you have [[Base Layout Strategy|built your base properly]], placing a smoke grenade at the &amp;quot;choke point&amp;quot; (outside the Access Lift) will allow you to use scout/sniper tactics while engaging the invasion force.  Have one unit advance through the smoke until an alien is spotted, then have it retreat back out of the alien&#039;s visual range and open fire using troops hidden by the smoke.&lt;br /&gt;
&lt;br /&gt;
=== Night missions ===&lt;br /&gt;
Soldiers&#039; [[line of sight|visual range]] at night is only 9 squares, but aliens&#039; night-time visual range is the same day or night: 20 squares. Thus, you might be able to even the odds a bit using well-placed smoke grenades.&lt;br /&gt;
&lt;br /&gt;
== Map limitations ==&lt;br /&gt;
Perhaps the biggest drawback of the use of smoke is the limited availability of smoke &amp;quot;squares&amp;quot; that can be displayed on the map.  Only 400 squares of smoke or fire can be displayed on the map at any one time; this is equivalent to about three smoke grenades, or less than that if smoke or fire has been generated by HE or Incendiary rounds.  If the UFO has crash-landed, there may be even less smoke available for display.&lt;br /&gt;
&lt;br /&gt;
It takes 15-20 turns for the cloud from a smoke grenade to clear, during which time you may be unable to create additional clouds in desired locations.  The game seems to store &amp;quot;undisplayed&amp;quot; smoke -- as smoke from earlier explosions clears, smoke from more recent explosions appears, even if it was not displayed at first.&lt;br /&gt;
&lt;br /&gt;
It is believed that &amp;quot;undisplayed&amp;quot; smoke does not provide any cover, and this has been tested to some extent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Smoke spreads around after an explosion. While smoke itself is stored in the savefile [[SMOKREF.DAT]], perhaps information as to where the smoke will go to is stored in [[SMOKBIT.DAT]] - Explaining why &amp;quot;undisplayed&amp;quot; smoke seems to &amp;quot;reappear&amp;quot; later on... - BB&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visual range ==&lt;br /&gt;
The smoke cloud produced by a smoke grenade provides the best screen within the first turn after detonation.  The initial visibility through the cloud is 4-6 squares.  Over time the smoke will spread out and cover a larger area, but by then the smoke will have grown thin and units and allies alike will be able to see much farther through the smoke than when it was a tight mass. Smoke has a variable starting effectiveness, which falls off as time passes. A good rule to know is that every turn allows the aliens (and you) to see one tile further per 3 tiles of smoke, until all the smoke particles clear.&lt;br /&gt;
&lt;br /&gt;
The formula is at [[SMOKREF.DAT]]&lt;br /&gt;
&lt;br /&gt;
If you take the amount of turns a given tile of smoke is due to last, divide that by three and round the result down, you have the amount of tiles worth of visibility it&#039;ll reduce. However, there is no way to tell a cloud&#039;s age just by looking at it. Typically each tile produced by a freshly detonated smoke grenade will block from one to four tiles.&lt;br /&gt;
&lt;br /&gt;
Be warned that the smokescreen produced is not an impenetrable barrier. It will hinder visibility not just for your enemies, but for your allies as well.  However, this trait allows the use of [[Scouting#Scout/Sniper Tactics|scout/sniper tactics]] over short distances or in confined spaces: if you spot an alien while wandering through smoke, move back one square out of its visual range again and &#039;&#039;then&#039;&#039; fire at it.  It will not return fire.  (See [[reaction fire triggers]] for more details.)&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
Using smoke grenades on the battlefield can cause your own units to take [[Stun]] damage, weakening them and potentially leading to [[unconscious]]ness.&lt;br /&gt;
&lt;br /&gt;
Unarmoured units will take stun damage whenever they end their turn inside a cloud of smoke. The stun damage to an unarmoured unit is 1-3 points per round. Soldiers in Power Suits or Flying Suits are immune to stun effects from smoke. Even unarmoured troops will have to spend a long time in smoke before they become unconscious, so as long as you remain aware of your soldiers&#039; Stun levels (the narrow white bar within the Health bar), it should not present major problems. &lt;br /&gt;
&lt;br /&gt;
A more serious hazard emerges from a bug in the way the game handles fire, smoke and [[Incendiary]] effects. Fire and smoke are interdependent in the game. One unintended consequence is that stun damage is done to all friendly units standing in any smoke area, every time an incendiary explosion occurs anywhere on the map. This happens instantaneously, affecting soldiers who are in smoke at the time of detonation. Therefore, be very careful in your use of IC munitions if you wish to move unarmored units through smoke, or hide them in smoke.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately this is another major drawback that prevents smoke from fulfilling its powerful tactical potential. A few turns maneuvering through smoke, followed by an inadvertent burst of Incendiary rounds from an Auto-Cannon, is capable of knocking out half of your force. Of course this becomes less of a problem once all your troops are outfitted with heavy armour and immune to these effects. &lt;br /&gt;
&lt;br /&gt;
Note - under no circumstances will enemy-controlled units take stun damage from smoke, or from incendiary action while standing in smoke. If aliens are under X-COM mind control, they will take stun damage from smoke, but never when enemy-controlled.&lt;br /&gt;
&lt;br /&gt;
Note - You can use this bug to your advantage, to save the life of the soldier who first goes through the door of a medium scout. One clever solution given by forum-ites was to have some snipers stationed a bit further away from the UFO. Then one unit bursts into the UFO but is not fired upon due to mutual surprise. You then KO this scout with a stun launcher, then snipe the aliens within the UFO from out of vision range.&lt;br /&gt;
However, early game, you don&#039;t have access to stun launchers. However, you can have someone toss a smoke grenade, putting the interior of the UFO in smoke, then fire off some AC-IN rounds elsewhere to intentionally KO him.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Smoke will extinguish a raging fire. However, a unit on fire cannot be extinguished by smoke.&lt;br /&gt;
* Dropping an activated smoke grenade instead of throwing it saves TU, using 50%+2 TU instead of 75+%.&lt;br /&gt;
* Smoke does not travel vertically, upwards or downwards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Smoke and Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Understanding Grenades]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Smoke_Grenade&amp;diff=85334</id>
		<title>Smoke Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Smoke_Grenade&amp;diff=85334"/>
		<updated>2017-11-10T00:11:15Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Smoke grenade provides a portable smoke-screen that you can deploy to hide your troops. It operates the same way as a conventional grenade, but on detonation releases a medium sized dense cloud cover. The cloud will eventually thin and spread out over the course of several turns. &lt;br /&gt;
&lt;br /&gt;
Smoke is difficult to use effectively in X-COM, although when properly deployed, it can be even more effective than armor.  A well-placed smoke screen can help you to see the aliens before they see you and allow you to fire upon them without risk of return fire.  It will also limit the number of aliens that can spot your troops at any given moment, allowing you to concentrate your firepower on the aliens nearest to you.&lt;br /&gt;
&lt;br /&gt;
Smoke should not be permitted to cause complacency.  While it can mean the difference between dead units, and units which can be kept up with medikits until the end of a mission, smoke is still not a complete substitute for physical cover.  There are videos on YouTube by otherwise very good players, who still show said players leaving their units in smoke with no physical cover, and then being surprised when said units get shot by aliens.&lt;br /&gt;
&lt;br /&gt;
Conventional explosive (HE) weapons and [[incendiary]] weapons will produce a smoke cloud, but it is believed that only smoke grenades will produce a high-density cloud, which has as much as three times the obscuring power.  &lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Dye Grenade]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Smoke Grenade Pattern.png|right|200 px|thumb|Smoke Grenade &amp;quot;blast&amp;quot; pattern formed after initial explosion.]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS20.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 60 (Smoke)&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs:&lt;br /&gt;
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]] &lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $150&lt;br /&gt;
*Sell Price: $120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
=== During deployment ===&lt;br /&gt;
A simple and highly-effective use of smoke grenades is to throw one at the base of your transport&#039;s ramp on the first turn of deployment (do not deploy until Turn 2, after the grenade has detonated).  This will mask your soldiers&#039; movements as they emerge from the transport, greatly reducing the chance of their being killed by as-yet-unseen aliens.  Additionally, aliens have their full [[Time Units]] at the start of combat; on subsequent turns they will usually have walked around a bit, making their reaction fire less deadly.&lt;br /&gt;
&lt;br /&gt;
If the transport has landed in a high-risk area (facing a building, a UFO door, or several visible aliens), you may wish to drop an additional grenade inside the transport, to reduce the aliens&#039; ability to fire upon your undeployed troops.&lt;br /&gt;
&lt;br /&gt;
=== During scouting ===&lt;br /&gt;
Smoke can also reduce the dangers of advancing across open ground without cover.  Keep a cloud between your troops and the aliens, if their positions are known, or throw them in front of your front-line troops and advance inside the smoke cloud.  When you spot aliens, utilize standard [[Scouting#Scout/Sniper Tactics|scout/sniper tactics]]: have the scout stop moving, and fire upon the alien(s) using snipers hidden by the smoke.&lt;br /&gt;
&lt;br /&gt;
For best results, place the smoke grenade between yourself and the attackers.  Placing it on yourself or on the aliens you wish to blind does not work as well because the aliens will have only half as much smoke to look through.&lt;br /&gt;
&lt;br /&gt;
=== Protecting exposed soldiers ===&lt;br /&gt;
&lt;br /&gt;
If a soldier is moved and ends up stranded in an open field with an alien in full view, the chance this soldier of surviving tend to be very slim. You can alter the odds very slightly by throwing a &#039;&#039;&#039;0 turn&#039;&#039;&#039; smoke grenade between the soldier and the alien to provide cover. &lt;br /&gt;
&lt;br /&gt;
Even though the alien be facing and may already be attacking the soldier, as long as the smoke cloud is up by the time the alien move begins, it will affect the alien&#039;s ability to target the soldier and may prevent it from attacking. &lt;br /&gt;
&lt;br /&gt;
Rockets are an instant means to provide similar support, but the cloud generated will not be as dense.&lt;br /&gt;
&lt;br /&gt;
=== Outside UFOs ===&lt;br /&gt;
Multiple aliens will often engage your troops from &#039;&#039;within&#039;&#039; the UFO after one alien has stepped through the door.  To prevent this, you can detonate a smoke grenade just outside a UFO door.  Any aliens that step out will have to engage your troops one at a time.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if your troops are a sufficient distance away (10 - 15 squares), any emerging alien will have to travel several paces &#039;&#039;through&#039;&#039; the smoke before they can engage your troops, reducing their TUs and giving your troops a much greater chance of [[Reaction fire formula|firing first]].&lt;br /&gt;
&lt;br /&gt;
=== Inside UFOs ===&lt;br /&gt;
The confined spaces inside a UFO reduce the usefulness of smoke.  However, smoke may still be of use in limiting aliens&#039; visibility down long corridors, across larger rooms, or placed in front of inner doors (as per &amp;quot;Outside UFOs&amp;quot;, above).&lt;br /&gt;
&lt;br /&gt;
=== During base defense ===&lt;br /&gt;
If you have [[Base Layout Strategy|built your base properly]], placing a smoke grenade at the &amp;quot;choke point&amp;quot; (outside the Access Lift) will allow you to use scout/sniper tactics while engaging the invasion force.  Have one unit advance through the smoke until an alien is spotted, then have it retreat back out of the alien&#039;s visual range and open fire using troops hidden by the smoke.&lt;br /&gt;
&lt;br /&gt;
=== Night missions ===&lt;br /&gt;
Soldiers&#039; [[line of sight|visual range]] at night is only 9 squares, but aliens&#039; night-time visual range is the same day or night: 20 squares. Thus, you might be able to even the odds a bit using well-placed smoke grenades.&lt;br /&gt;
&lt;br /&gt;
== Map limitations ==&lt;br /&gt;
Perhaps the biggest drawback of the use of smoke is the limited availability of smoke &amp;quot;squares&amp;quot; that can be displayed on the map.  Only 400 squares of smoke or fire can be displayed on the map at any one time; this is equivalent to about three smoke grenades, or less than that if smoke or fire has been generated by HE or Incendiary rounds.  If the UFO has crash-landed, there may be even less smoke available for display.&lt;br /&gt;
&lt;br /&gt;
It takes 15-20 turns for the cloud from a smoke grenade to clear, during which time you may be unable to create additional clouds in desired locations.  The game seems to store &amp;quot;undisplayed&amp;quot; smoke -- as smoke from earlier explosions clears, smoke from more recent explosions appears, even if it was not displayed at first.&lt;br /&gt;
&lt;br /&gt;
It is believed that &amp;quot;undisplayed&amp;quot; smoke does not provide any cover, and this has been tested to some extent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Smoke spreads around after an explosion. While smoke itself is stored in the savefile [[SMOKREF.DAT]], perhaps information as to where the smoke will go to is stored in [[SMOKBIT.DAT]] - Explaining why &amp;quot;undisplayed&amp;quot; smoke seems to &amp;quot;reappear&amp;quot; later on... - BB&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visual range ==&lt;br /&gt;
The smoke cloud produced by a smoke grenade provides the best screen within the first turn after detonation.  The initial visibility through the cloud is 4-6 squares.  Over time the smoke will spread out and cover a larger area, but by then the smoke will have grown thin and units and allies alike will be able to see much farther through the smoke than when it was a tight mass. Smoke has a variable starting effectiveness, which falls off as time passes. A good rule to know is that every turn allows the aliens (and you) to see one tile further per 3 tiles of smoke, until all the smoke particles clear.&lt;br /&gt;
&lt;br /&gt;
The formula is at [[SMOKREF.DAT]]&lt;br /&gt;
&lt;br /&gt;
If you take the amount of turns a given tile of smoke is due to last, divide that by three and round the result down, you have the amount of tiles worth of visibility it&#039;ll reduce. However, there is no way to tell a cloud&#039;s age just by looking at it. Typically each tile produced by a freshly detonated smoke grenade will block from one to four tiles.&lt;br /&gt;
&lt;br /&gt;
Be warned that the smokescreen produced is not an impenetrable barrier. It will hinder visibility not just for your enemies, but for your allies as well.  However, this trait allows the use of [[Scouting#Scout/Sniper Tactics|scout/sniper tactics]] over short distances or in confined spaces: if you spot an alien while wandering through smoke, move back one square out of its visual range again and &#039;&#039;then&#039;&#039; fire at it.  It will not return fire.  (See [[reaction fire triggers]] for more details.)&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
Using smoke grenades on the battlefield can cause your own units to take [[Stun]] damage, weakening them and potentially leading to [[unconscious]]ness.&lt;br /&gt;
&lt;br /&gt;
Unarmoured units will take stun damage whenever they end their turn inside a cloud of smoke. The stun damage to an unarmoured unit is 1-3 points per round. Soldiers in Power Suits or Flying Suits are immune to stun effects from smoke. Even unarmoured troops will have to spend a long time in smoke before they become unconscious, so as long as you remain aware of your soldiers&#039; Stun levels (the narrow white bar within the Health bar), it should not present major problems. &lt;br /&gt;
&lt;br /&gt;
A more serious hazard emerges from a bug in the way the game handles fire, smoke and [[Incendiary]] effects. Fire and smoke are interdependent in the game. One unintended consequence is that stun damage is done to all friendly units standing in any smoke area, every time an incendiary explosion occurs anywhere on the map. This happens instantaneously, affecting soldiers who are in smoke at the time of detonation. Therefore, be very careful in your use of IC munitions if you wish to move unarmored units through smoke, or hide them in smoke.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately this is another major drawback that prevents smoke from fulfilling its powerful tactical potential. A few turns maneuvering through smoke, followed by an inadvertent burst of Incendiary rounds from an Auto-Cannon, is capable of knocking out half of your force. Of course this becomes less of a problem once all your troops are outfitted with heavy armour and immune to these effects. &lt;br /&gt;
&lt;br /&gt;
Note - under no circumstances will enemy-controlled units take stun damage from smoke, or from incendiary action while standing in smoke. If aliens are under X-COM mind control, they will take stun damage from smoke, but never when enemy-controlled.&lt;br /&gt;
&lt;br /&gt;
Note - You can use this bug to your advantage, to save the life of the soldier who first goes through the door of a medium scout. One clever solution given by forum-ites was to have some snipers stationed a bit further away from the UFO. Then one unit bursts into the UFO but is not fired upon due to mutual surprise. You then KO this scout with a stun launcher, then snipe the aliens within the UFO from out of vision range.&lt;br /&gt;
However, early game, you don&#039;t have access to stun launchers. However, you can have someone toss a smoke grenade, putting the interior of the UFO in smoke, then fire off some AC-IN rounds elsewhere to intentionally KO him.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Smoke will extinguish a raging fire. However, a unit on fire cannot be extinguished by smoke.&lt;br /&gt;
* Dropping an activated smoke grenade instead of throwing it saves TU, using 50%+2 TU instead of 75+%.&lt;br /&gt;
* Smoke does not travel vertically, upwards or downwards.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Smoke and Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Understanding Grenades]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Crash_Recovery&amp;diff=85333</id>
		<title>UFO Crash Recovery</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Crash_Recovery&amp;diff=85333"/>
		<updated>2017-11-09T22:45:51Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Power Source Explosions and Elerium Recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Exercise caution - There may be operatives in the UFO or around the crash site. Your mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO remains, artefacts, and alien corpses can then be initiated.&lt;br /&gt;
&lt;br /&gt;
Specific listings of items that can be recovered from each UFO type can be found by following links on the [[UFOs]] page. However, those listings do not (yet) reflect the effects of a crash landing on recoverable items, particularly the all-important Elerium and Power Sources. For this, see the next section.&lt;br /&gt;
&lt;br /&gt;
== Power Source Explosions and Elerium Recovery ==&lt;br /&gt;
&lt;br /&gt;
When [[UFOs]] crash land (except the [[Small Scout]], which has no engine), there is a 75% chance that its [[UFO Power Source|Power Source(s)]] will explode, which also destroys their [[Elerium-115|Elerium]]. It is an extremely powerful [[Explosions|explosion]], usually even stronger than a [[Blaster Bomb]]. Power Sources (PSs) explode with an average (rated) strength of 215 &amp;amp;plusmn; 35 HE (min 180, max 250(&#039;&#039;&#039;!!&#039;&#039;&#039;)). The actual equation used is 180+(Rnd#&amp;amp;times;70). A PS explosion is always enough to [[Explosions#Object_Destruction|destroy]] any Elerium caught in its blast, and its blasts have a radius of 11 tiles (diameter 23), as wide as a Blaster.&lt;br /&gt;
It is thus a great mystery how the Medium Scout has any survivors after the power source blows.&lt;br /&gt;
&lt;br /&gt;
In practical terms, the Medium Scout is probably the most efficient target for Elerium recovery.  You won&#039;t often see a Battleship on the ground, and the Medium Scout is also small enough that you can get in and out quickly, which means that even if you&#039;ve only got a 25% chance &#039;&#039;per ship&#039;&#039;, you can get more chances in the same timeframe.&lt;br /&gt;
&lt;br /&gt;
In terms of Elerium recovery, all but the [[Supply ship|Supply Ship]] fall into two easy categories:&lt;br /&gt;
&lt;br /&gt;
=== Isolated PSs ===&lt;br /&gt;
&lt;br /&gt;
In four UFOs, the PSs can never impact other PSs. 25% of the time, you&#039;ll recover 50 Elerium from each PS. In other words, you get an average of 12.5 Elerium per PS, and it&#039;s additive:&lt;br /&gt;
&lt;br /&gt;
:[[Medium Scout]], [[Large Scout]], 1 PS: Average of 12.5 Elerium&lt;br /&gt;
:[[Abductor]], 2 PSs: Average of 25 Elerium&lt;br /&gt;
:[[Battleship]], 4 PSs: Average of 50 Elerium&lt;br /&gt;
&lt;br /&gt;
On average, 1 PS is left on a Battleship (25% x 4 PSs). Only 0.39% of the time will all 4 PSs be intact (0.25&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== Adjacent PSs ===&lt;br /&gt;
&lt;br /&gt;
If one blows, all Elerium is destroyed. So the chance that any Elerium is left, is the chance that not a single one blows - it&#039;s 0.25 raised to the number of PSs.&lt;br /&gt;
&lt;br /&gt;
:[[Harvester]], 2 PSs: Average of 6.25 Elerium (6.25% chance of 100 Elerium)&lt;br /&gt;
:[[Terror ship|Terror Ship]], 4 PSs: Average of 0.78 Elerium (0.39% chance of 200 Elerium)&lt;br /&gt;
&lt;br /&gt;
This is why the guts of a crashed Terror Ship are almost always a smoking crater... only once every 256 crashes (0.39%) is there not an explosion with the strength of a Blaster bomb (or worse)!&lt;br /&gt;
&lt;br /&gt;
=== Supply Ship ===&lt;br /&gt;
&lt;br /&gt;
This one is an oddball, because if a side PS explodes it takes out the middle one (before it has a chance to explode), but just barely doesn&#039;t reach to the PS on the other side (the explosion radius is 11). Yet if the middle one explodes, it takes out all 3 PSs. So there are three possible scenarios with PSs left: only the left-most PS left, only the right-most PS left, or all 3 PSs left. But there are two ways to get to the right-most PS being left, and one of those ways has a higher chance of happening than the other. &lt;br /&gt;
&lt;br /&gt;
The table below was first made by constructing a simple Yes/No table of the eight possible combinations for the 3 PSs blowing (Y) or not (N). &lt;br /&gt;
Then I filled in by hand how many engines would be left. &lt;br /&gt;
Then I constructed a simple odds table (75% chance if there was a Y for that PS, 25% if not), multiplied the three odds for a cumulative probability, and finally multiplied the cumulative probability by the number of engines left, times 50 for the Elerium PSs hold. As a last touch, I sorted on decreasing cumulative odds (i.e., probability):&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;u&amp;gt;PS Explodes&amp;lt;/u&amp;gt;     PSs    &amp;lt;u&amp;gt;Odds for PS ...&amp;lt;/u&amp;gt;      Cum.   E115&lt;br /&gt;
   &amp;lt;u&amp;gt;L&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;M&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;R&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;Left&amp;lt;/u&amp;gt;     &amp;lt;u&amp;gt;L&amp;lt;/u&amp;gt;     &amp;lt;u&amp;gt;M&amp;lt;/u&amp;gt;     &amp;lt;u&amp;gt;R&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;Odds&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;Left&amp;lt;/u&amp;gt;&lt;br /&gt;
   Y    Y    Y      0     0.75  0.75  0.75    .422    0.00&lt;br /&gt;
   Y    N    Y      0     0.75  0.25  0.75    .141    0.00&lt;br /&gt;
   Y    Y    &amp;lt;u&amp;gt;N&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;R&amp;lt;/u&amp;gt;     0.75  0.75  0.25    .141    &amp;lt;u&amp;gt;7.03&amp;lt;/u&amp;gt;   &#039;&#039;Note 1&#039;&#039;&lt;br /&gt;
   N    &amp;lt;u&amp;gt;Y&amp;lt;/u&amp;gt;    Y      &amp;lt;u&amp;gt;0&amp;lt;/u&amp;gt;     0.25  0.75  0.75    .141    &amp;lt;u&amp;gt;0.00&amp;lt;/u&amp;gt;   &#039;&#039;Note 2&#039;&#039;&lt;br /&gt;
   N    Y    N      0     0.25  0.75  0.25    .047    0.00&lt;br /&gt;
   Y    N    N      R     0.75  0.25  0.25    .047    2.34&lt;br /&gt;
   N    N    Y      L     0.25  0.25  0.75    .047    2.34&lt;br /&gt;
   N    N    N     All    0.25  0.25  0.25   &amp;lt;u&amp;gt; .016&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt; 2.34&amp;lt;/u&amp;gt;&lt;br /&gt;
                                    &#039;&#039;&#039;&#039;&#039;Totals&#039;&#039;&#039;&#039;&#039;   1.000   14.06&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* (1) If the left one blows, it kills the middle, even if it was &amp;quot;supposed to&amp;quot; blow, and the right PS remains, at a high-ish chance... but &lt;br /&gt;
* (2) if the left PS doesn&#039;t blow and the middle one does, they&#039;re all dead. Zero chance of any Elerium.&lt;br /&gt;
&lt;br /&gt;
So. The total cumulative probability is 100% (&#039;&#039;check&#039;&#039;). And the final answer is: &#039;&#039;&#039;14.06 Elerium is recovered from Supply Ships, on average&#039;&#039;&#039;. &lt;br /&gt;
Here is what you&#039;ll tend to see:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;u&amp;gt;PS(s) Left&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;Likelihood&amp;lt;/u&amp;gt;&lt;br /&gt;
  None             74.9%&lt;br /&gt;
  Right-most       18.8% &lt;br /&gt;
  Left-most         4.7%&lt;br /&gt;
  All three       &amp;lt;u&amp;gt;  1.6%&amp;lt;/u&amp;gt;&lt;br /&gt;
                  100.0%&lt;br /&gt;
Due to its layout, the Supply Ship is also unique in another way. In other ships with adjacent PSs, all the other PSs are destroyed if just one of them explodes. In other words, only one can actually explode. But in the Supply Ship, the two end PSs can explode, and it&#039;s possible to have the damage from these two huge explosions superimposed in the mid area between the two PSs. This has a 56.3% chance of happening, via &amp;quot;two&amp;quot; ways (the first two lines in the table). If both of the PSs blew with high strength, there will be extensive roof damage, letting you see into the floor above (and raw dirt beneath). The left PS damages the pristine roof/floor tile to its damaged (a.k.a. &amp;quot;dead&amp;quot;) tile with HE from 80 to 125, but doesn&#039;t have the 130 needed (260/2; it can&#039;t be over 255) to completely vaporize both the pristine tile &#039;&#039;and&#039;&#039; the damaged tile... and then the right PS blows and easily adds the 50 HE needed to vaporize a number of damaged tiles in the middle. The damage would be much more extensive if the inner UFO walls didn&#039;t prevent the first blast from damaging a lot more tiles; there may not have been any floor left in the middle of the second level, to go from one end of the UFO to the other on that level.&lt;br /&gt;
&lt;br /&gt;
For the record, PS explosions differ from other explosions in a couple of ways - although for all practical purposes, you&#039;d never know the difference. For more info, see [[Explosions#UFO_Power_Sources]].&lt;br /&gt;
&lt;br /&gt;
== Field Notes: Clearing a landing site with JFG ==&lt;br /&gt;
Here&#039;s one I was so proud of I took notes. This was about Dec 2003. Nothing really weird here, but just went really professionally, without losing anybody.&lt;br /&gt;
May I present:&lt;br /&gt;
*Sectoid, large scout crash, farm in california, early evening, Superhuman difficulty.&lt;br /&gt;
*8 soldiers and a rocket tank respond.&lt;br /&gt;
&lt;br /&gt;
Loosely numbered turn-by-turn, actually event-by-event.&lt;br /&gt;
=== Events ===&lt;br /&gt;
0. Successfully deployed in circle around Skyranger with no sightings. &amp;lt;br&amp;gt;&lt;br /&gt;
1. Tank scouts first. Alien sighting by tank. Squaddies do 2-stage alien grenade relay. Takes out a hidden alien and part of a wall as well as the target (2 kills)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Tank sights a second alien, fires rocket, misses. Squaddie takes armed grenade, approaches, then crouches behind tank before throwing. (Out of sight so no reaction fire.) (3rd kill)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Scout (with RE of 60) moves in a different direction, spots one and freezes. Support sniper with rifle takes the shot (FA of 64, 87% chance) and hits. (4th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
4. Tank sights a third among the stables and stops. Squaddies manage to land a grenade in the area. (5th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
5. Aliens&#039; turn, tank is shot at and responds with rocket fire. (6th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
6. Scout found one, support sniper hits but does not get a kill. A tossed HE pack misses, and no-one is in range to add a grenade. End of turn. Alien does not kill scout; sniper is successful on next turn. (7th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
7. Tank flushes an alien but is blocking support fire. It moves to clear the line of fire and is slightly damaged by reaction fire by doing so. Support fire takes out the alien. (8th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
8. Team finishes sweep and gathers at UFO door for a breach. At the start of the breach turn, the tank fires a rocket into the diagonal walls forming the inside corner of the cross. This kills one alien (9th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
9. Craft is filled with smoke. Two additional corpses are seen. The second squaddie in has enough TU&#039;s to push forward into the hollowed out centre; he sees an alien at the bridge of the ship and freezes. Third, fourth, and fifth breachers take up kneeling positions inside the door and start shooting at the alien through the smoke cloud; the third shot drops it. (10th kill)&amp;lt;br&amp;gt;&lt;br /&gt;
=== Score sheet ===&lt;br /&gt;
Alien kills registered - 9&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses - 9&amp;lt;br&amp;gt;&lt;br /&gt;
Captured aliens - 1 (soldier rank)&amp;lt;br&amp;gt;&lt;br /&gt;
Artifacts - 41&amp;lt;br&amp;gt;&lt;br /&gt;
Alloys - 31&amp;lt;br&amp;gt;&lt;br /&gt;
Nav consoles - 2&amp;lt;br&amp;gt;&lt;br /&gt;
(Engines destroyed in crash)&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers KIA/MIA - none!&amp;lt;br&amp;gt;&lt;br /&gt;
Final score 275. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar}}&lt;br /&gt;
[[Category: Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=85311</id>
		<title>Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=85311"/>
		<updated>2017-11-06T09:44:34Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Initial Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Base management&#039;&#039;&#039; is the art of placing, maintaining, and defending the [[X-COM Bases|bases]] X-COM needs to counter the alien threat. This includes placing bases in a way that maximizes your chances of detecting and intercepting UFOs, building new base modules to supply necessary services, and arranging those modules in a way that gives the garrison an advantage over invaders.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
===Initial Base===&lt;br /&gt;
There are several factors to consider when placing your bases.  One of the most important is where the [[Country Funding (EU)|funding nations]] are located.  Europe is home to the greatest concentration of funding nations: a base in the center of the [http://en.wikipedia.org/wiki/Balkans Balkans] with a [[Large Radar]] or [[Hyper-wave Decoder]] offers radar coverage of the UK, France, Germany, Italy, Spain, part of Russia, Egypt, and at the outer edge, Nigeria (see [[Geoscape (EU)#Countries]]).  A base in North America will cover the US (X-COM&#039;s wealthiest sponsor) plus Canada.  A base in China will span China, India, Japan, and most of Russia.&lt;br /&gt;
&lt;br /&gt;
Another important factor is where the aliens tend to visit.  A Chinese base can cover Southeast Asia, Central Asia, and Siberia; this extended region tends to see approximately 30% more alien activity than the Europe + North Africa region (see [[ZONAL.DAT]]).  North America receives the most alien attention of any single region, although a base sited there can cover North American region only.  The aliens will almost certainly try and infiltrate North America early, however, so even if your first base is not built there, your second or third definitely should be.&lt;br /&gt;
&lt;br /&gt;
As one of the last bases to be built, a listening post in Hawaii (radar and possible Interceptor, with minimal other facilities) is also traditional, in order to prevent UFO tracking loss over the Pacific, while travelling there from other places.  This should not be done during the early game, however, as the actual UFO spawn rate in the Pacific itself is one of the lowest.&lt;br /&gt;
&lt;br /&gt;
Another consideration is the price of the [[Access Lift]].  It can range from $500,000 for a base in Central Asia to $1,000,000 for a base in Europe.  Your first base is free, so placing it in Europe can save you a few hundred thousand down the road.  A properly outfitted base will end up costing millions more, however, so this is a relatively minor consideration.&lt;br /&gt;
&lt;br /&gt;
One final consideration for your first or second base is the fact that [[Alien Supply]] missions always take place shortly after midnight GMT.  If an alien base is located in Asia or Australia, and you can get there quickly, raids on their Supply Ships will always take place in daylight.&lt;br /&gt;
&lt;br /&gt;
===Later Bases===&lt;br /&gt;
For your second and later bases, you should factor in where you have seen the most alien activity, by checking the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]].  Although the aliens focus on different regions from month to month, and it takes about a month for a base to become operational, there are still several types of alien activity that repeat over the long term.  Aliens always send out scouts before sending in larger craft; some missions may involve a succession of scouts over a period of a couple of months.  For instance, [[Alien Infiltration]] missions involve a series of scouts, followed by a four-UFO sortie that establishes an [[Alien Base]], which then generates repeated [[Supply Ship]] missions.&lt;br /&gt;
&lt;br /&gt;
Shooting down several UFOs in a given region will cause the aliens to send a series of UFOs carrying out [[Alien Retaliation]] missions.  Building a base directly in that region is potentially dangerous -- the aliens may discover and invade the base before you can staff it, causing it to be automatically lost.  It is good to build a base in an adjacent region, however, from which you can launch interceptions.&lt;br /&gt;
&lt;br /&gt;
[[Terror Mission]]s tend to generate a lot of alien activity that does not extend beyond a single month; you should discount terror activity when studying the UFO Activity Graph to decide where to place your bases.&lt;br /&gt;
&lt;br /&gt;
Another consideration is to achieve good global [[Interceptor]] coverage.  Having only two bases in nearby regions will leave a portion of the world undefended.  For instance, bases in Europe and Asia will have difficulty defending South America.  Bases in Europe and North America will not be able to defend Australia.  As far as base pairings go, Europe and Australia offers good global coverage, as does China and central Africa.  This consideration is especially important if you make extensive use of the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]] as an alternative to radar coverage.&lt;br /&gt;
&lt;br /&gt;
Your first two bases should have Interceptors.  You can get away with only one Skyranger if you plan to do mostly [[UFO Crash Recovery]] instead of [[UFO Ground Assault]]s -- crashed UFOs remain for several days and the Skyranger has a global range.&lt;br /&gt;
&lt;br /&gt;
===Maximizing Global Coverage===&lt;br /&gt;
It is best to spread out your base placement to achieve maximal radar and interception coverage worldwide.  A fairly standard base build order might be Europe, North America, China, Africa, South America, Australia, South Pole, and for the final base, either North Pole or Hawaii -- covering the major funding areas first and filling in all the remaining landmass at the end.&lt;br /&gt;
&lt;br /&gt;
A base at the North Pole will cover more total land mass, and the poles are a common entry/exit point for UFOs, although most of the Arctic will already be covered by other bases in the Northern Hemisphere.  A Hawaii base will give you the best coverage of the entire Earth&#039;s surface, filling in a huge tracking gap over the Pacific.&lt;br /&gt;
&lt;br /&gt;
It is good to experiment with screenshots and the [[UFO_Detection#Radar_Range_Overlay|radar range overlay]] when studying the optimal distribution of bases.  For instance, southern Europe is one of the best locations for a starting base, but it will have extensive overlap with a base in central Africa.  A build order of China, Africa, North America, northern Europe, South America, Australia, South Pole, Hawaii, will allow almost complete global radar coverage, including the Arctic, while also giving good progressive geographic distribution and coverage of important regions.&lt;br /&gt;
&lt;br /&gt;
==Base types==&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[UFO Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[UFO Interception|Interception]] coverage is the second, and is still important particularly if you are using [[Firestorm]]s. [[UFO Crash Recovery|Recovery]] and [[UFO Ground Assault|Assault]] team coverage is the last, and usually least important consideration. There are also several [[#Utility Bases|utility]] bases that don&#039;t provide any of the above.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Detection bases have at least one radar installation, some people also call them listening posts. Most standard bases will start off as a detection base. As funds permit, its role will evolve as more facilities are added to it. &lt;br /&gt;
&lt;br /&gt;
A listening post is base with an [[Access Lift]], a radar (of any type) and little else. The low cost of the base and lack of valuable assets stored in the base means a cheaper bill for replacements if any are lost to retaliations. It is not recommended to build a pure listening post in any region where you have shot down multiple UFOs, as alien retaliation missions will ensue and the base will eventually be lost.&lt;br /&gt;
&lt;br /&gt;
A listening outpost provides a decent chance of detecting UFOs operating in the area to an extent. If a passing UFO flies past in between a scan interval it will be missed. More bases mean a better chance to detect the fly-by UFOs as they move between coverage areas. Once you lock on to a UFO, it will remain visible within any of your radar tracking ranges. This range is quite large; a base in the Northern USA can keep a lock on a UFO to the northern coast of South America for example. You can detect most of the UFOs you need to with several well positioned detection bases in key areas.&lt;br /&gt;
&lt;br /&gt;
Due to the [[Known_Bugs#Paying_For_Dirt|paying for dirt bug]] there is little point selling off your old radars unless you immediately reclaim the space by building another facility over it.&lt;br /&gt;
&lt;br /&gt;
For more information on radars in general, refer to [[UFO Detection]].&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hangar dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
===Utility Bases===&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base.&lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases.&lt;br /&gt;
&lt;br /&gt;
==== Manufacturing Base ====&lt;br /&gt;
* After the Workshop, Stores, and Living Quarters are complete in your new base, then transfer your engineers and dismantle the old base&#039;s Workshop to make room for new facilities.&lt;br /&gt;
* Manufacturing Bases will need a spare hangar to build new Craft.&lt;br /&gt;
* Don&#039;t forget a garrison force of soldiers, and weapons for same.&lt;br /&gt;
* Also see the [[ExploitsA#Robotic Factories|Robotic Factories]] exploit.&lt;br /&gt;
&lt;br /&gt;
==Base design==&lt;br /&gt;
:&#039;&#039;See also: [[Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Base Defence]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 175+ technical jobs to fill but only enough room to house 100 staff.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defence]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defence Systems]]&lt;br /&gt;
* [[UFO Detection]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=85310</id>
		<title>Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=85310"/>
		<updated>2017-11-06T09:39:39Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Initial Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Base management&#039;&#039;&#039; is the art of placing, maintaining, and defending the [[X-COM Bases|bases]] X-COM needs to counter the alien threat. This includes placing bases in a way that maximizes your chances of detecting and intercepting UFOs, building new base modules to supply necessary services, and arranging those modules in a way that gives the garrison an advantage over invaders.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
===Initial Base===&lt;br /&gt;
There are several factors to consider when placing your bases.  One of the most important is where the [[Country Funding (EU)|funding nations]] are located.  Europe is home to the greatest concentration of funding nations: a base in the center of the [http://en.wikipedia.org/wiki/Balkans Balkans] with a [[Large Radar]] or [[Hyper-wave Decoder]] offers radar coverage of the UK, France, Germany, Italy, Spain, part of Russia, Egypt, and at the outer edge, Nigeria (see [[Geoscape (EU)#Countries]]).  A base in North America will cover the US (X-COM&#039;s wealthiest sponsor) plus Canada.  A base in China will span China, India, Japan, and most of Russia.&lt;br /&gt;
&lt;br /&gt;
Another important factor is where the aliens tend to visit.  A Chinese base can cover Southeast Asia, Central Asia, and Siberia; this extended region tends to see approximately 30% more alien activity than the Europe + North Africa region (see [[ZONAL.DAT]]).  North America receives the most alien attention of any single region, although a base sited there can cover North American region only.  The aliens will almost certainly try and infiltrate North America early, however, so even if your first base is not built there, your second or third definitely should be.&lt;br /&gt;
&lt;br /&gt;
Another consideration is the price of the [[Access Lift]].  It can range from $500,000 for a base in Central Asia to $1,000,000 for a base in Europe.  Your first base is free, so placing it in Europe can save you a few hundred thousand down the road.  A properly outfitted base will end up costing millions more, however, so this is a relatively minor consideration.&lt;br /&gt;
&lt;br /&gt;
One final consideration for your first or second base is the fact that [[Alien Supply]] missions always take place shortly after midnight GMT.  If an alien base is located in Asia or Australia, and you can get there quickly, raids on their Supply Ships will always take place in daylight.&lt;br /&gt;
&lt;br /&gt;
===Later Bases===&lt;br /&gt;
For your second and later bases, you should factor in where you have seen the most alien activity, by checking the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]].  Although the aliens focus on different regions from month to month, and it takes about a month for a base to become operational, there are still several types of alien activity that repeat over the long term.  Aliens always send out scouts before sending in larger craft; some missions may involve a succession of scouts over a period of a couple of months.  For instance, [[Alien Infiltration]] missions involve a series of scouts, followed by a four-UFO sortie that establishes an [[Alien Base]], which then generates repeated [[Supply Ship]] missions.&lt;br /&gt;
&lt;br /&gt;
Shooting down several UFOs in a given region will cause the aliens to send a series of UFOs carrying out [[Alien Retaliation]] missions.  Building a base directly in that region is potentially dangerous -- the aliens may discover and invade the base before you can staff it, causing it to be automatically lost.  It is good to build a base in an adjacent region, however, from which you can launch interceptions.&lt;br /&gt;
&lt;br /&gt;
[[Terror Mission]]s tend to generate a lot of alien activity that does not extend beyond a single month; you should discount terror activity when studying the UFO Activity Graph to decide where to place your bases.&lt;br /&gt;
&lt;br /&gt;
Another consideration is to achieve good global [[Interceptor]] coverage.  Having only two bases in nearby regions will leave a portion of the world undefended.  For instance, bases in Europe and Asia will have difficulty defending South America.  Bases in Europe and North America will not be able to defend Australia.  As far as base pairings go, Europe and Australia offers good global coverage, as does China and central Africa.  This consideration is especially important if you make extensive use of the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]] as an alternative to radar coverage.&lt;br /&gt;
&lt;br /&gt;
Your first two bases should have Interceptors.  You can get away with only one Skyranger if you plan to do mostly [[UFO Crash Recovery]] instead of [[UFO Ground Assault]]s -- crashed UFOs remain for several days and the Skyranger has a global range.&lt;br /&gt;
&lt;br /&gt;
===Maximizing Global Coverage===&lt;br /&gt;
It is best to spread out your base placement to achieve maximal radar and interception coverage worldwide.  A fairly standard base build order might be Europe, North America, China, Africa, South America, Australia, South Pole, and for the final base, either North Pole or Hawaii -- covering the major funding areas first and filling in all the remaining landmass at the end.&lt;br /&gt;
&lt;br /&gt;
A base at the North Pole will cover more total land mass, and the poles are a common entry/exit point for UFOs, although most of the Arctic will already be covered by other bases in the Northern Hemisphere.  A Hawaii base will give you the best coverage of the entire Earth&#039;s surface, filling in a huge tracking gap over the Pacific.&lt;br /&gt;
&lt;br /&gt;
It is good to experiment with screenshots and the [[UFO_Detection#Radar_Range_Overlay|radar range overlay]] when studying the optimal distribution of bases.  For instance, southern Europe is one of the best locations for a starting base, but it will have extensive overlap with a base in central Africa.  A build order of China, Africa, North America, northern Europe, South America, Australia, South Pole, Hawaii, will allow almost complete global radar coverage, including the Arctic, while also giving good progressive geographic distribution and coverage of important regions.&lt;br /&gt;
&lt;br /&gt;
==Base types==&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[UFO Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[UFO Interception|Interception]] coverage is the second, and is still important particularly if you are using [[Firestorm]]s. [[UFO Crash Recovery|Recovery]] and [[UFO Ground Assault|Assault]] team coverage is the last, and usually least important consideration. There are also several [[#Utility Bases|utility]] bases that don&#039;t provide any of the above.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Detection bases have at least one radar installation, some people also call them listening posts. Most standard bases will start off as a detection base. As funds permit, its role will evolve as more facilities are added to it. &lt;br /&gt;
&lt;br /&gt;
A listening post is base with an [[Access Lift]], a radar (of any type) and little else. The low cost of the base and lack of valuable assets stored in the base means a cheaper bill for replacements if any are lost to retaliations. It is not recommended to build a pure listening post in any region where you have shot down multiple UFOs, as alien retaliation missions will ensue and the base will eventually be lost.&lt;br /&gt;
&lt;br /&gt;
A listening outpost provides a decent chance of detecting UFOs operating in the area to an extent. If a passing UFO flies past in between a scan interval it will be missed. More bases mean a better chance to detect the fly-by UFOs as they move between coverage areas. Once you lock on to a UFO, it will remain visible within any of your radar tracking ranges. This range is quite large; a base in the Northern USA can keep a lock on a UFO to the northern coast of South America for example. You can detect most of the UFOs you need to with several well positioned detection bases in key areas.&lt;br /&gt;
&lt;br /&gt;
Due to the [[Known_Bugs#Paying_For_Dirt|paying for dirt bug]] there is little point selling off your old radars unless you immediately reclaim the space by building another facility over it.&lt;br /&gt;
&lt;br /&gt;
For more information on radars in general, refer to [[UFO Detection]].&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hangar dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
===Utility Bases===&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base.&lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases.&lt;br /&gt;
&lt;br /&gt;
==== Manufacturing Base ====&lt;br /&gt;
* After the Workshop, Stores, and Living Quarters are complete in your new base, then transfer your engineers and dismantle the old base&#039;s Workshop to make room for new facilities.&lt;br /&gt;
* Manufacturing Bases will need a spare hangar to build new Craft.&lt;br /&gt;
* Don&#039;t forget a garrison force of soldiers, and weapons for same.&lt;br /&gt;
* Also see the [[ExploitsA#Robotic Factories|Robotic Factories]] exploit.&lt;br /&gt;
&lt;br /&gt;
==Base design==&lt;br /&gt;
:&#039;&#039;See also: [[Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Base Defence]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 175+ technical jobs to fill but only enough room to house 100 staff.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defence]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defence Systems]]&lt;br /&gt;
* [[UFO Detection]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=85291</id>
		<title>Ethereal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=85291"/>
		<updated>2017-11-04T09:39:01Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Special abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
{{BureauVersion}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other languages: [[에테리얼|한국어]], [[Etéreo|Español]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:ethereal.png|right|Ethereal]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If it bleeds, we can kill it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; Arnold Schwarzenegger, &#039;&#039;Predator.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereal&#039;&#039;&#039; race is arguably the most dangerous species that X-COM forces faced during the First Alien War.&lt;br /&gt;
&lt;br /&gt;
Ethereals are rarely seen on Earth as they prefer to send other races (especially [[Muton]]s) to carry out missions on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               68-79&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            55&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            96-111&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         75-93&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          48-52&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   37-92&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 80&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         40-46, 45-52, 50-58&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      50-58, 60-70, 65-75 &lt;br /&gt;
&lt;br /&gt;
==Special abilities==&lt;br /&gt;
Ethereals are the race who are most directly in charge of the entire alien invasion.  They are terrifying if you are not familiar with them, but still a teeth-grinding pain in the rear if you are.&lt;br /&gt;
&lt;br /&gt;
Every member of the Ethereal race possesses very powerful [[Psionics|psionic abilities]] that can be used to make X-COM forces panic. It is even possible for Ethereals to take control of X-COM units and use them against us.  Soldiers with less than probably 80 PSI strength should not be used against them.  Even without their PSI, however, they&#039;re well enough armoured that you won&#039;t want to use less than plasma pistols against them, they have much higher firing accuracy than you, they&#039;re resistant to incendiaries, and they love sniping.&lt;br /&gt;
&lt;br /&gt;
Terror attacks by Ethereals are the most dangerous for both [[Civilian]]s and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against [[Sectopod]]s.&lt;br /&gt;
&lt;br /&gt;
Be aware of the fact that Ethereals can fly, giving them access to just about anywhere on the map.  They often use this to set up midair sniping positions, especially  on the harder difficulties but not as much for across-the-map movement. [[Night Missions]] ARE A PAIN, especially since their night vision is far superior to humans. Plus, flares and incendiaries aren&#039;t useful for illuminating empty air.&lt;br /&gt;
&lt;br /&gt;
If an Ethereal is &amp;quot;spotting&amp;quot; for his pals from around level 9 of the map and you can&#039;t find him, and his friends are all bombarding you with psi, you will probably have to abort... if you still can.&lt;br /&gt;
&lt;br /&gt;
Despite having powerful psionic abilities, Ethereals are armed and most Ethereals wield [[Heavy Plasma]].&lt;br /&gt;
&lt;br /&gt;
== Live specimen ==&lt;br /&gt;
This being has awesome mental powers which allow for telepathic communication and telekinetic abilities.&lt;br /&gt;
&lt;br /&gt;
The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them.&lt;br /&gt;
&lt;br /&gt;
They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on Earth since they seem to rely on other races to pursue their objectives.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:etherealautopsy.png|right|Ethereal - Autopsy]]&lt;br /&gt;
This being is physically retarded and seems incapable of sustaining any life functions.&lt;br /&gt;
&lt;br /&gt;
The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all.&lt;br /&gt;
&lt;br /&gt;
The brain, however, is well developed and draws on a high proportion of the body&#039;s blood supply. It is a mystery as to how this creature can sustain itself without external support.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Ethereal:&lt;br /&gt;
* The Ethereal takes 0.7x damage from [[Incendiary|fire]], and 0.8x [[stun]] damage. &lt;br /&gt;
* Very high Firing and Throwing Accuracy.&lt;br /&gt;
* Is very fast (very high TUs).&lt;br /&gt;
* High Health.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Very high Reactions.&lt;br /&gt;
* High Strength.&lt;br /&gt;
* Very high Psi Strength.&lt;br /&gt;
* There are no Ethereal Navigators, Engineers, or Medics.  Ethereal Leaders will be used in their place.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=85290</id>
		<title>Ethereal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=85290"/>
		<updated>2017-11-04T09:36:08Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
{{BureauVersion}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other languages: [[에테리얼|한국어]], [[Etéreo|Español]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:ethereal.png|right|Ethereal]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If it bleeds, we can kill it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; Arnold Schwarzenegger, &#039;&#039;Predator.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereal&#039;&#039;&#039; race is arguably the most dangerous species that X-COM forces faced during the First Alien War.&lt;br /&gt;
&lt;br /&gt;
Ethereals are rarely seen on Earth as they prefer to send other races (especially [[Muton]]s) to carry out missions on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               68-79&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            55&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            96-111&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         75-93&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          48-52&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   37-92&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 80&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         40-46, 45-52, 50-58&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      50-58, 60-70, 65-75 &lt;br /&gt;
&lt;br /&gt;
==Special abilities==&lt;br /&gt;
Ethereals are the race who are most directly in charge of the entire alien invasion.  They are terrifying if you are not familiar with them, but still a teeth-grinding pain in the rear if you are.&lt;br /&gt;
&lt;br /&gt;
Every member of the Ethereal race possesses very powerful [[Psionics|psionic abilities]] that can be used to make X-COM forces panic. It is even possible for Ethereals to take control of X-COM units and use them against us.  Soldiers with less than probably 80 PSI strength should not be used against them; but assuming you do, Ethereals are essentially flying Space Jesuits with guns.  Even without their PSI, however, they&#039;re well enough armoured that you won&#039;t want to use less than plasma pistols against them, they have much higher firing accuracy than you, they&#039;re resistant to incendiaries, and they love sniping.&lt;br /&gt;
&lt;br /&gt;
Terror attacks by Ethereals are the most dangerous for both [[Civilian]]s and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against [[Sectopod]]s.&lt;br /&gt;
&lt;br /&gt;
Be aware of the fact that Ethereals can fly, giving them access to just about anywhere on the map.  They often use this to set up midair sniping positions, especially  on the harder difficulties but not as much for across-the-map movement. [[Night Missions]] ARE A PAIN, especially since their night vision is far superior to humans. Plus, flares and incendiaries aren&#039;t useful for illuminating empty air.&lt;br /&gt;
&lt;br /&gt;
If an Ethereal is &amp;quot;spotting&amp;quot; for his pals from around level 9 of the map and you can&#039;t find him, and his friends are all bombarding you with psi, you will probably have to abort... if you still can.&lt;br /&gt;
&lt;br /&gt;
Despite having powerful psionic abilities, Ethereals are armed and most Ethereals wield [[Heavy Plasma]].&lt;br /&gt;
&lt;br /&gt;
== Live specimen ==&lt;br /&gt;
This being has awesome mental powers which allow for telepathic communication and telekinetic abilities.&lt;br /&gt;
&lt;br /&gt;
The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them.&lt;br /&gt;
&lt;br /&gt;
They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on Earth since they seem to rely on other races to pursue their objectives.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:etherealautopsy.png|right|Ethereal - Autopsy]]&lt;br /&gt;
This being is physically retarded and seems incapable of sustaining any life functions.&lt;br /&gt;
&lt;br /&gt;
The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all.&lt;br /&gt;
&lt;br /&gt;
The brain, however, is well developed and draws on a high proportion of the body&#039;s blood supply. It is a mystery as to how this creature can sustain itself without external support.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Ethereal:&lt;br /&gt;
* The Ethereal takes 0.7x damage from [[Incendiary|fire]], and 0.8x [[stun]] damage. &lt;br /&gt;
* Very high Firing and Throwing Accuracy.&lt;br /&gt;
* Is very fast (very high TUs).&lt;br /&gt;
* High Health.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Very high Reactions.&lt;br /&gt;
* High Strength.&lt;br /&gt;
* Very high Psi Strength.&lt;br /&gt;
* There are no Ethereal Navigators, Engineers, or Medics.  Ethereal Leaders will be used in their place.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid&amp;diff=85286</id>
		<title>Chryssalid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid&amp;diff=85286"/>
		<updated>2017-11-02T10:56:26Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Notes */&lt;/p&gt;
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&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Chryssalid}}&lt;br /&gt;
[[Image:chryssalid.gif|right|Chryssalid]]&lt;br /&gt;
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it sped and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking zombie. A new chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Chryssalid Autopsy}}&lt;br /&gt;
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]&lt;br /&gt;
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. The creature is a very effective terror weapons.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; are the alien [[Terror Units|Terror Unit]] that accompany [[Snakeman|Snakemen]]. &lt;br /&gt;
&lt;br /&gt;
The Chryssalid is a fast moving monster with strong armour. Its most prominent feature that sets it apart from every other alien is its melee attack. Chryssalid attacks can cause instantaneous death to civilians and soldiers  by planting an egg in them and injecting them with a venom that turns them into a [[Zombie]]. The attacks ignore body armour. &lt;br /&gt;
&lt;br /&gt;
A zombie created by a Chryssalid will shuffle towards X-COM forces and attempt to batter the soldiers to death. If the zombie is killed, a new Chryssalid will hatch from its carcass. Essentially, a single chryssalid left to its own devices in a terror site will quickly multiply and populate the city with other chryssalids. &lt;br /&gt;
&lt;br /&gt;
This unique ability is the reason the Chryssalid is treated with feared reverence amongst many players. It has even been awarded the most terrifying video-game monster on several on-line gaming magazine polls a few years in succession. &lt;br /&gt;
&lt;br /&gt;
The chryssalid does have several weaknesses. First and foremost, the Chryssalid is strictly a land bound alien. Flying units are able to keep well out of reach of their lethal attacks by hovering at least one level above the plane the Chryssalid is on. In open combat situations, this renders them harmless. &lt;br /&gt;
&lt;br /&gt;
Like [[Reaper | Reapers]] and other melee units, they can sometimes be put off their attacks or switch targets if they are attacked with reaction fire. &lt;br /&gt;
&lt;br /&gt;
In a prolonged battle, Chryssalids have a bad habit of exhausting their energy, as they can spend more energy per turn than what they can regenerate. This impacts heavily on their maximum travel distance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   110-127&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;                96&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;                140-162&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;             70-86&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;              110-118&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;               100&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;             N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;          50-69&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;                110-118&lt;br /&gt;
 &#039;&#039;&#039;Damage Type:&#039;&#039;&#039;           &amp;lt;i&amp;gt;???&amp;lt;/i&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Close Combat Accuracy:&#039;&#039;&#039; 80-92&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   15* (See Discussion page)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* While the level of popular hysteria regarding these creatures is somewhat excessive, they still deserve a high degree of caution and respect.  Maintain range at all times, and have multiple units supporting each other.  A chryssalid has been observed which required six heavy plasma rounds before dying, at a distance of around four meters.&lt;br /&gt;
*Beginner level Chryssalids have 110TU, and each melee attack costs 15TU. This means they can be out of visual range at the beginning of the turn and cross the 23 intervening tiles and still attack you in the same turn! But sometimes the Chryssalid will pop out of a building, run a few tiles, take a look at your soldiers, and the pop back into the cover it had before. This makes them susceptible to reaction fire since they do this several times, as long as you don&#039;t move up any further to get a better angle.&lt;br /&gt;
*They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.&lt;br /&gt;
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren&#039;t particularly susceptible to anything, despite the &amp;quot;vulnerability to explosives&amp;quot; mentioned above. &lt;br /&gt;
*[[Unconscious]] Chryssalids are as vulnerable to ordinary Grenades as any other object (which is a good thing, seeing that leaving stunned Chryssalids alive is generally a bad idea unless you can stun them again in case they get up). &lt;br /&gt;
**Alternately, revive it with stimulants from a [[Medi-Kit (EU)|Medi-kit]] and then finish it off with a weapon. &lt;br /&gt;
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs. This works too if you just sit on the next level the stairs are on and block the way up since a Chryssalid is considered to still be on the bottom level. Sitting at the top of Transport aircraft ramps works too.&lt;br /&gt;
*If you&#039;re afraid of a Chryssalid popping out of a corner while you&#039;re assaulting a base or a big UFO, place yourself below or above the Chryssalid&#039;s level and then pop out and blast it on your next turn.&lt;br /&gt;
*If you find a lone Chryssalid in your area and you&#039;re still using human rifles or laser pistols, you&#039;ll have to do the unthinkable, get in its face and unload the entire clip into it! It&#039;s probably not going to die even from point-blank full-auto Rifle fire, but it&#039;s sure better than shooting wildly and missing or waiting for a reaction shot that never comes.&lt;br /&gt;
*[[Heavy Weapons Platforms|HWP]]&#039;s can&#039;t be turned into Zombies but a Chryssalid attack can still make a mess of them. The HWP may survive the attack but will have a serious damage.&lt;br /&gt;
*Chryssalids usually dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them. A flying suited soldier can potentially distract a Chryssalid to an extent since a Chryssalid next to a flying soldier will stare angrily at it as long as there aren&#039;t any other ground units running amok nearby.&lt;br /&gt;
*Their lack of ranged attack or flying ability makes them easy meat once you have flying armor. &lt;br /&gt;
*AP works but you may want to skip the rifles and go straight to Heavy Cannon or Autocannons. Human weapons don&#039;t work very well unless it&#039;s a rocket launcher or something stronger than a laser pistol. Laser Rifles are reasonably effective as long as you have about 2 soldiers firing at each Chryssalid.&lt;br /&gt;
*All-round armour means Chryssalids are relatively quite HE-resistant, unless the Chryssalid was spawned from a Zombie that had its under armour damaged (this carries over to the Chryssalid form). Making it a good idea to kill Zombies with ground-zero explosions. &lt;br /&gt;
*A horrible way to meet one is shooting a Zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and sprints at you, turning your squad into more zombies. &lt;br /&gt;
*The only known way to prevent a Chryssalid hatching is to land killing blows on zombies with [[Incendiary]] rounds.&lt;br /&gt;
*Usually Chryssalids are unarmed, so they&#039;re sitting ducks during X-Com&#039;s turn. If you have a chance to kill one you should take it before it&#039;s too late. &lt;br /&gt;
*If one of your soldiers was Zombified alive, and so didn&#039;t drop all its weapons, the resulting Zombie and Chryssalid will reaction fire at you aggressively (if inaccurately).&lt;br /&gt;
*Listen during the alien turn closely. Chryssalids howl when they spot a target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As with all terror units, they can be encountered in the following mission types:&lt;br /&gt;
* [[Terror Mission]]&lt;br /&gt;
* [[Base Defence]]&lt;br /&gt;
* [[UFO Ground Assault]] ([[Terror ship|Terror Ship]] or [[Battleship]])&lt;br /&gt;
* [[Alien Base Assault]]&lt;br /&gt;
* [[Cydonia]]&lt;br /&gt;
&lt;br /&gt;
==Zombification==&lt;br /&gt;
&lt;br /&gt;
If a human unit (or Chryssalid under permanent control) is attacked by a Chryssalid - even once - it will become a [[Zombie]]. This happens regardless of what the other effects of the attack are, including death.&lt;br /&gt;
&lt;br /&gt;
Zombification occurs at the end of a Chryssalid&#039;s series of attacks on that particular opponent. So, even though only one attack is sufficient for zombification, a Chryssalid will keep attacking the same target until it dies, is stunned, or they run out of TU.&lt;br /&gt;
This means that armor causes a major difference in Chryssalid attack patterns. An unarmored soldier will often die in just one hit, so a single Chryssalid will often run up to soldier A, kill and Zombify him, run to soldier B, kill and Zombify, and repeat this many times. For grounded soldiers in Flying Suits, it will often take many more hits to kill it&#039;s target, often not leaving it enough TU to go after a fresh target.&lt;br /&gt;
&lt;br /&gt;
If the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop its weapons in the usual way before &amp;quot;resurrecting&amp;quot; as a Zombie. Regardless there&#039;ll be no corpse left behind.&lt;br /&gt;
&lt;br /&gt;
In the second case, Zombification without death, being &amp;quot;Zombified alive&amp;quot;, is special, in that it does not cause units to scream or drop their weapons. No morale loss for unit death will occur, and no points for killed soldiers  will be lost in this case. Armed Zombies can only use their equipment via [[Reaction Fire]], and when killed, change to armed Chryssalids (which have the same limitation).&lt;br /&gt;
&lt;br /&gt;
This scenario usually occurs in the case of a Chryssalid which has been reduced to critically low Health, and will very often be a Chryssalid that was previously knocked unconscious by bonus stun damage from conventional weapon fire. This is because Chryssalid melee accuracy is affected by Health %, so a critically wounded Chryssalid will often flail away and not be able to get a single hit in. Nonetheless, even a single missed attack has 100% chance of causing Zombification.&lt;br /&gt;
&lt;br /&gt;
The third option is if the attacks ended up [[Stun|stunning]] the unit. The unconscious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (conscious) alien.&lt;br /&gt;
&lt;br /&gt;
Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will always have their core stats, unadjusted by difficulty level.  In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039;, if playing in Beginner mode, armor of units is adjusted to 50% of core for all units.  This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids!  So if you&#039;re playing on Beginner, make sure you are prepared to kill a Chryssalid significantly stronger than what you have been facing normally!&lt;br /&gt;
&lt;br /&gt;
Any damage done to the Zombie&#039;s armor will carry over to the resulting Chryssalid, in % terms! So, if you shoot the zombie in a certain location a few times, say the rear (it doesn&#039;t matter since zombies have 4 armor all over on Superhuman), and it gets reduced to zero, the resulting Chryssalid will have zero armor in that location when it spawns! Since Chryssalids have 34 armor on all sides on difficulty above Beginner, a reduction to 0 armor is very very significant.&lt;br /&gt;
&lt;br /&gt;
Zombies created during (for example) Alien Turn 3 will only be able to move and attack during (for example) Alien Turn 4.&lt;br /&gt;
&lt;br /&gt;
As noted under [[Zombie]], Zombie research teams under controlled conditions have never seen a spontaneous Chryssalid hatching while the Zombie is still mobile and unharmed. &lt;br /&gt;
So although the Zombie packs a wallop in melee, don&#039;t shoot them if you aren&#039;t prepared to deal with the Chryssalid immediately afterwards. Run away until you can bring to bear enough firepower to deal with both the Zombie and the Chryssalid.&lt;br /&gt;
&lt;br /&gt;
Chryssalids left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.&lt;br /&gt;
&lt;br /&gt;
However, the newly raised civilian zombies, as well as the accompanying Snakemen, tend to attack first before the chryssalid so there tend to be quite a few deaths before another zombie comes into play. So now the question is, death by plasma, strangling, and/or zombification or death by bullets, lasers, and explosives?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Tentaculat]]&lt;br /&gt;
*[[Data Canister: Chryssalid]]&lt;br /&gt;
*[[Gaining_permanent_control_of_a_Chryssalid/Tentaculat|Exploit: gaining permanent control via psionics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=85285</id>
		<title>Heavy Plasma</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=85285"/>
		<updated>2017-11-02T10:49:10Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
The larger cousin of the [[Plasma Rifle]], the &#039;&#039;&#039;Heavy Plasma Gun&#039;&#039;&#039; is a powerful squad support weapon which is nonetheless light enough to be usable by any soldier. It is the most powerful weapon available to X-Com agents short of the [[Blaster Launcher]], plus it has a fast rate of fire and high accuracy.&lt;br /&gt;
&lt;br /&gt;
Researching the Heavy Plasma and Heavy Plasma Clip allows you to begin the Plasma Cannon project, which allows manufacture of [[Plasma Beam]]s and [[Hovertank/Plasma|Hovertanks/Plasma]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Automatic fire. Great accuracy, second only to the [[Plasma Rifle]] (in Auto and Snap modes) and the [[Rocket Launcher]] (in Aimed mode). Incredible power; only [[Sectopod]]s can survive a point-blank burst, and it can [[Destroying Terrain|cut through]] most terrain including some inner bulkheads of UFOs. Guns and clips can be recovered from missions, and become plentiful from April onward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Requires two hands, although its accuracy one-handed is still better than [[Plasma Pistol|most]] pistols. Requires ammunition; while it has the largest clip size in the game, this can occasionally become a strategic concern in DOS versions of the game due to clips&#039; tendency to [[Known_Bugs#Disappearing_Ammo|disappear]] and the prohibitive Elerium cost of manufacturing clips yourself.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Sonic Cannon]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Heavy Plasma&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 8&lt;br /&gt;
| damagethreshold = 50&lt;br /&gt;
| grip= 2 Handed&lt;br /&gt;
| weaponimage = [[Image:BIGOBS30.GIF|left|64 px|Heavy Plasma]]&lt;br /&gt;
| acc_auto = 50&lt;br /&gt;
| acc_snap = 75&lt;br /&gt;
| acc_aim = 110&lt;br /&gt;
| fcost_auto = 35&lt;br /&gt;
| fcost_snap = 30&lt;br /&gt;
| fcost_aim = 60&lt;br /&gt;
| saleprice = 171600&lt;br /&gt;
| research = Heavy Plasma&lt;br /&gt;
| acquisition = {{Manufacturing|122000|1000|4|Alien Alloys 1}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* Plasma Damage &lt;br /&gt;
| pros =&lt;br /&gt;
* Very High Power &lt;br /&gt;
* Very High aimed Accuracy &lt;br /&gt;
* High snap Accuracy &lt;br /&gt;
* High ammo capacity&lt;br /&gt;
* Recoverable&lt;br /&gt;
* Common (once it appears)&lt;br /&gt;
| cons =&lt;br /&gt;
* Elerium for ammo manufacture&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Heavy Plasma Clip ==&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Plasma&lt;br /&gt;
| ammo = Heavy Plasma Clip&lt;br /&gt;
| weight = 3&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold = 20&lt;br /&gt;
| ammoimage = [[Image:BIGOBS25.GIF|left|64 px|Heavy Plasma Clip]]&lt;br /&gt;
| damage = 115 Plasma&lt;br /&gt;
| capacity = 35&lt;br /&gt;
| saleprice = 9590&lt;br /&gt;
| research = Heavy Plasma Clip&lt;br /&gt;
| acquisition = {{Manufacturing|6000|80|4|3 Elerium}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
The Heavy Plasma Gun is essentially the ultimate weapon available. It is the most effective assault weapon in the game, and also the most effective sniper rifle. The main caveats on its use are these: a) its clip size, though large, is not infinite like the [[Laser Rifle]]&#039;s, and the supply of clips is limited, so while autofire is perfectly feasible and recommended, gratuitous wastes of ammunition such as attempts to literally level maps may strain your supply line; b) its ability to penetrate the front armour of [[Sectopod]]s is limited, so it is recommended to either flank Sectopods and shoot their weaker back plate, or bring more specialised weapons such as [[Heavy Laser]]s, [[Small Launcher]]s and [[Blaster Launcher]]s; c) the incredible power of Heavy Plasma fire can be a double-edged sword if you face [[Psionics|alien mind control]], so it may be worth bringing a less-superlative weapon such as the Laser Rifle if you expect to face psionic aliens and you have not psi-screened your troops.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that due to the weapon&#039;s ubiquitous use after the first few months, X-Com will quickly accumulate large stockpiles of Heavy Plasma Guns. The excess guns (though not their precious clips) can and probably should be sold; this avoids the risk of the item table being clogged during a [[Base Defence]], and also provides a significant cash injection.&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round, and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Aimed: 1 Shot, 40% Remaining TUs (enough for 1 Snap shot or 1 Auto burst)&lt;br /&gt;
* Snap: 3 Shots, 10% Remaining TUs&lt;br /&gt;
* Auto: 2 Bursts (6 Shots), 30% Remaining TUs (enough for 1 Snap shot)&lt;br /&gt;
&lt;br /&gt;
Note: Soldiers with 51, 54, or 57 maximum TU will be able to fire 3 bursts with 0 TU remaining. While these TU values are unlikely among veteran soldiers, &#039;&#039;rookies&#039;&#039; will quite frequently achieve this criterion, as the range of TU values among recruits is 50-60 inclusive. While you&#039;ll probably be arming your entire squad with Heavy Plasma Guns anyway, it&#039;s worth noting that this can make some rookies better at providing fire support than their more experienced brethren.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Do you desire to wield inhuman power against the invading aliens?  This is the weapon for you.  It&#039;s often able to drop a Muton in a single shot.&lt;br /&gt;
* This weapon also comes into its own destroying the internal bulkheads, doors, and floors of UFOs.  Want a door somewhere that there isn&#039;t one?  Bring in a Heavy Plasma and make one.&lt;br /&gt;
* Weighs the same as a standard [[Rifle]].  Unless you&#039;re weighing them down with tons of gear, any soldier should be able to use this effectively.&lt;br /&gt;
* Aliens increasingly prefer this weapon as the game goes on; by September, they will issue it to all troops except a small number wielding [[Small Launcher]]s and [[Blaster Launcher]]s.&lt;br /&gt;
* Sells quite well on the market.  You&#039;ll literally have PILES of them in storage, just waiting to be sold to the highest bidder.&lt;br /&gt;
* Note that the Heavy Plasma Gun does take slightly more time to fire than the [[Laser Rifle]]. In particular, the Laser Rifle can potentially fire two Aimed Shots in a single turn, giving a minor advantage when picking off large numbers of weak targets intermingled closely with things you don&#039;t want to hit (civilians, your own troops, explosive terrain features). Of course, this is counterbalanced by the even-higher accuracy of Aimed Heavy Plasma fire.&lt;br /&gt;
* Bringing reloads to a mission is usually superfluous; 35 shots will see most soldiers through an entire mission, and in the rare event you do run out, you can just loot clips or nearly-full weapons from dead alien fingers. There are better uses of your 80-item limit. In particularly tight cases such as Cydonia, it may even be better to initially arm your troops with [[Laser Rifle]]s (which don&#039;t need clips at all) and pick up Heavy Plasma Guns as you go.&lt;br /&gt;
*Don&#039;t rely overmuch on tanks to soak up Heavy Plasma fire. Tracked tanks tend to fall in 3 hits or so. Hovertanks will usually survive a bit longer, but still risk being destroyed in a single hit.&lt;br /&gt;
* Sniping across long distances is unreliable when using autoshot, partly because more heavily armoured targets may require more than one hit to put down.  Either use aimed shot with multiple units, or remain in cover and wait until aliens enter medium range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Pistol&amp;diff=85284</id>
		<title>Laser Pistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Pistol&amp;diff=85284"/>
		<updated>2017-11-02T10:40:33Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Recommendations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
The Laser Pistol is the first weapon in X-COM&#039;s laser weapon series, researched prior to the [[Laser Rifle]]. Like all lasers, the Laser Pistol features an efficient miniature power plant built into the gun that provides limitless firepower for the duration of any ground skirmish.&lt;br /&gt;
&lt;br /&gt;
Despite being a considerable step up over ballistic firearms, the laser pistol is unfortunately highly inadequate for precision attacks. Even crack marksmen have trouble hitting their mark with Laser Pistols.&lt;br /&gt;
&lt;br /&gt;
The Laser Pistol&#039;s effectiveness does not stem from its accuracy or its moderate stopping power. Instead, it excels by superseding every other weapon as being the fastest automatic-fire weapon available. Coupled with [[Managing the Item Limit|unlimited ammo]], they remain useful for the entire game as a secondary weapon.&lt;br /&gt;
&lt;br /&gt;
To cast the Laser Pistol in a better light, X-COM commanders are recommended to think of the laser pistol as the &#039;submachine gun&#039; of the laser family instead of merely being a weaker variant of the Laser Rifle.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Gauss Pistol]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Laser Pistol}}&lt;br /&gt;
The laser pistol is an effective implementation of new technology. It has the convenience of a pistol with faster and more accurate firing.&lt;br /&gt;
{{Ref Close| source = Enemy Unknown Ufopaedia}}&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Note&#039;&#039;&#039; : The Laser Pistol is neither faster nor more accurate than the standard Pistol (only more powerful); nor is it either more accurate or always faster than the Laser Rifle, so it is unclear what the Ufopaedia entry is using as comparison.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS05.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 46 Laser&lt;br /&gt;
*Size: 2 high x 1 wide&lt;br /&gt;
*Weight: 7&lt;br /&gt;
*TUs: &lt;br /&gt;
**Auto:  25% (Accuracy 28%)&lt;br /&gt;
**Snap:  20% (Accuracy 40%)&lt;br /&gt;
**Aimed: 55% (Accuracy 68%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $8,000 for parts, 300 Engineer Hours&lt;br /&gt;
*Sell Price: $20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
The Laser Pistol has low per-hit damage output, with low accuracy and a very high rate of fire.  It is not a sniping weapon, and should ideally be employed against low-armoured targets (Floaters and Sectoids) at near point blank range.  Per turn, it is capable of a theoretical point-blank average of 552 (46 x 12 shots) laser damage, before subtracting armour.&lt;br /&gt;
&lt;br /&gt;
The Laser Pistol excels primarily with two modes of attack &amp;amp;mdash; attacks of opportunity or auto shots. However, the Laser Pistol works best when combined with other weapons or non-combat tools. Laser Pistols are an excellent secondary weapon to attach to your belt in case you run out of ammo, [[Morale#Panicking_and_Berserking|forced to drop your main weapon]], or want to [[Reaction Training|train reactions]].&lt;br /&gt;
&lt;br /&gt;
Early in a campaign, the Laser Pistol are much more effective at defeating enemy units than any purchasable weapon except explosives. [[Heavy Cannon]]s do slightly more damage per shot, but you can fire many more times per combat round with a laser pistol (3 shots max, vs 12).&lt;br /&gt;
&lt;br /&gt;
With enough persistence, the Laser Pistol will defeat any foe in time. The only enemy units that will not easily fall to the Laser Pistol are the [[Sectopod]]s. This becomes much more apparent on harder difficulty levels. In particular, you should never attempt to engage a [[Sectopod]] with superhuman class armour. &lt;br /&gt;
&lt;br /&gt;
Laser Pistols are recommended for soldiers with specialised roles such as grenadiers, heavy weapon specialists or scouts, to name a few. New recruits can employ the Laser Pistols to good effect as short range combat weapons, or, like the standard [[Pistol]], use it as a tool for training both firing accuracy and reactions at the same time. Veterans, on the other hand, can wield Laser Pistols with alarming efficiency.&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Aimed: 1 Shot, 45% Remaining TUs (enough for a further 1 Auto and 1 Snap, or 2 Snap)&lt;br /&gt;
* Snap: 5 Shots, 0% Remaining TUs&lt;br /&gt;
* Auto: 4 Bursts (12 Shots), 0% Remaining TUs&lt;br /&gt;
Like all [[Weapons#Laser_Technology|Laser Weapons]], Laser Pistols don&#039;t use clips and have unlimited ammo.&lt;br /&gt;
&lt;br /&gt;
== General pistol warning ==&lt;br /&gt;
This note covers the regulation [[Pistol]], Laser Pistol and the [[Plasma Pistol]]. &lt;br /&gt;
 &lt;br /&gt;
Pistol-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. This can prove to be a minor annoyance. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Laser&amp;diff=85283</id>
		<title>Talk:Heavy Laser</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Laser&amp;diff=85283"/>
		<updated>2017-11-02T10:25:39Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== XComUtil Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS06.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 120&lt;br /&gt;
*Size: 3 high x 2 wide&lt;br /&gt;
*Weight: 18&lt;br /&gt;
*TUs: &lt;br /&gt;
** Auto: n/a&lt;br /&gt;
** Snap: 33% (accuracy 75%)&lt;br /&gt;
** Aimed: 60% (accuracy 110%)&lt;br /&gt;
----&lt;br /&gt;
Hmm, interesting stats for XComUtil version of the Heavy Laser.  I like how this upgrade makes it a more viable weapon now, the extra accuracy and power make it a potentially useful sniper weapon.&lt;br /&gt;
&lt;br /&gt;
It also makes sense that lasers would be at least as accurate as plasma weapons (if not more), since lasers move at the speed of light. If you were going for realism, they should perhaps be more accurate, but maybe less powerful -- maybe allowing a high volume of rapid, low damage, but highly accurate shots to simulate the amount of time a laser would need to burn a hole in a target.  For game balance though, this seems like a good improvement.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also interesting that the Sniper Rifles in Apocalypse are laser based. It is a bit strange how much weaker they get even though technology has presumably advanced in the intervening years. --[[User:Captain Foo|Captain Foo]] 18:23, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ideally the Heavy Laser would be less of a sniper and more of a long-range minigun. Accurate, low-damage, but voluminous fire. [[User:Venganza|Venganza]] 12:27, 3 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been experimenting with the Heavy Laser in OpenXcom recently.  I&#039;ve since upgraded to Heavy Plasma and haven&#039;t really looked back, but I still think this is a much better weapon than its&#039; reputation among players seems to suggest.&lt;br /&gt;
&lt;br /&gt;
* It is a lifesaver before I get Heavy Plasma.&lt;br /&gt;
&lt;br /&gt;
* It performs very well against Sectoids, given their low armour and the Cyberdisc&#039;s vulnerability to lasers.&lt;br /&gt;
&lt;br /&gt;
* It does need to be fired in salvos to avoid missing sometimes.  If I have three soldiers in cover who don&#039;t need to move, then I can get three snap shots each.  I usually don&#039;t need more than two hits per target.&lt;br /&gt;
&lt;br /&gt;
--[[User:Petrus4|Petrus4]] ([[User talk:Petrus4|talk]]) 10:24, 2 November 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Laser&amp;diff=85282</id>
		<title>Talk:Heavy Laser</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Laser&amp;diff=85282"/>
		<updated>2017-11-02T10:24:27Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== XComUtil Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS06.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 120&lt;br /&gt;
*Size: 3 high x 2 wide&lt;br /&gt;
*Weight: 18&lt;br /&gt;
*TUs: &lt;br /&gt;
** Auto: n/a&lt;br /&gt;
** Snap: 33% (accuracy 75%)&lt;br /&gt;
** Aimed: 60% (accuracy 110%)&lt;br /&gt;
----&lt;br /&gt;
Hmm, interesting stats for XComUtil version of the Heavy Laser.  I like how this upgrade makes it a more viable weapon now, the extra accuracy and power make it a potentially useful sniper weapon.&lt;br /&gt;
&lt;br /&gt;
It also makes sense that lasers would be at least as accurate as plasma weapons (if not more), since lasers move at the speed of light. If you were going for realism, they should perhaps be more accurate, but maybe less powerful -- maybe allowing a high volume of rapid, low damage, but highly accurate shots to simulate the amount of time a laser would need to burn a hole in a target.  For game balance though, this seems like a good improvement.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also interesting that the Sniper Rifles in Apocalypse are laser based. It is a bit strange how much weaker they get even though technology has presumably advanced in the intervening years. --[[User:Captain Foo|Captain Foo]] 18:23, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ideally the Heavy Laser would be less of a sniper and more of a long-range minigun. Accurate, low-damage, but voluminous fire. [[User:Venganza|Venganza]] 12:27, 3 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been experimenting with the Heavy Laser in OpenXcom recently.  I&#039;ve since upgraded to Heavy Plasma and haven&#039;t really looked back, but I still think this is a much better weapon than its&#039; reputation among players seems to suggest.&lt;br /&gt;
&lt;br /&gt;
* It is a lifesaver before I get Heavy Plasma.&lt;br /&gt;
&lt;br /&gt;
* It performs very well against Sectoids, given their low armour and the Cyberdisc&#039;s vulnerability to lasers.&lt;br /&gt;
&lt;br /&gt;
* It does need to be fired in salvos to avoid missing sometimes.  If I have three soldiers in cover who don&#039;t need to move, then I can get three snap shots each.  I usually don&#039;t need more than two hits per target.&lt;br /&gt;
&lt;br /&gt;
[[User:Petrus4|Petrus4]] ([[User talk:Petrus4|talk]]) 10:24, 2 November 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cyberdisc&amp;diff=85279</id>
		<title>Cyberdisc</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cyberdisc&amp;diff=85279"/>
		<updated>2017-10-31T12:23:51Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cyberdisc.gif|right|Cyberdisc]]&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are an alien [[Terror Units|terror unit]] accompanying [[Sectoid]]s. As with all terror units, they can be encountered on [[Terror Mission]]s, [[Base Defence]]s, with a [[Terror ship|Terror Ship]] or [[Battleship]], [[Alien Base Assault]]s and finally in [[Cydonia]].&lt;br /&gt;
&lt;br /&gt;
The Cyberdisc&#039;s only means of attack is its plasma cannon, which deals an impressive 130HP damage. As if that wasn&#039;t bad enough, the Cyberdisc will &#039;&#039;generally&#039;&#039; explode upon death (this can be avoided, see notes below) with an average strength of 120 and damage radius of 7 (diameter 15). Always keep this blast area in mind when engaging them, as it can easily harm or kill nearby soldiers, [[Civilian|civilian]]s, or occasionally aliens.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs cannot be taken alive; they will self-destruct if disabled with stunning weapons. Sometimes explosively, unless the Stun Rod is used.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               62-71&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            120&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         64-79&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          90-97&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           110&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   30-70&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      100-116&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;            130&lt;br /&gt;
 &#039;&#039;&#039;TUs-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            30% (Accuracy 75%)&lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           60% (Accuracy 110%)&lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
( Note: it is not possible to capture one, the only way to get this report is to get it from a captured [[medic]].)&lt;br /&gt;
This miniature flying saucer is an automated terror weapon armed with a powerful plasma beam. The anti-grav propulsion gives it a big advantage in difficult terrain. Its primary function is destruction and terror in the service of the [[Sectoid]] race.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:cyberdiscautopsy.gif|right|Cyberdisc - Autopsy]]&lt;br /&gt;
The Cyberdisc is well shielded and is particularly good at withstanding explosive ammunition. The primary anti-gravity system is too badly damaged to gain any understanding of its functioning.&lt;br /&gt;
&lt;br /&gt;
Note: you may have difficulty getting an intact corpse because of its explosive nature. Shoot the Cyberdisc to kill it when its one level above the ground, it drops down to ground level, hits the ground and becomes a corpse, THEN the explosion goes off where it was just hovering: ie: at one level off the ground. Guaranteed works if corpse falls flat. Or you could just stun it with a Stun Rod and bypass the explosive characteristic altogether (Stun Bombs set off the self-destruct).&lt;br /&gt;
&lt;br /&gt;
Another way to get a cyberdisc corpse is to shoot it with an explosive weapon, or get lucky with a grenade, to kill it. This negates the usual explosion and keeps the corpse since it was there AFTER the explosion.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Cyberdisc:&lt;br /&gt;
* The Cyberdisc takes 0.8x damage from armour-piercing weapons.&lt;br /&gt;
* It takes 0.6x damage from high explosives.&lt;br /&gt;
* It has a flat profile (smaller than a Sectoid), making for a harder target (per square).&lt;br /&gt;
* Takes up 4 squares on the battlescape.&lt;br /&gt;
* Stay behind cover at all times.  Their plasma will destroy one square of whatever you&#039;re hiding behind, but the round won&#039;t pass through it, giving you a chance to move again.&lt;br /&gt;
* Don&#039;t expect to put a Cyberdisc down in one shot, even if you&#039;re using heavy plasma, although one pack of high explosive will generally do the job.  Two or three plasma shots are more realistic, and laser pistols can take half a dozen rounds depending on whether you crit.  Attrition tactics with lasers are only dangerous if you run out of cover.&lt;br /&gt;
* Is the Sectoid&#039;s equivalent of a HWP. It has very high health, [[Psionic Strength]], and bravery, making it tough to disable. &lt;br /&gt;
* Unlike human HWPs, it has very high reactions and firing accuracy. This, combined with its powerful plasma shot, make it capable of one-hit killing many targets.&lt;br /&gt;
* Can attack up to 3 times in one turn.  It fires with such frequency that many commanders have mistaken it for an auto-shot. If a one-hit kill fails, 3 hits from this has a VERY good chance of killing.&lt;br /&gt;
*On any mission where the Sectoids have their Cyberdisc terror unit, they will also have a Leader capable of [[Psionics]].  &lt;br /&gt;
**However, not all missions with Sectoid Psionics will have Cyberdiscs, e.g. Supply Ships.&lt;br /&gt;
* Take this hovering manhole cover down with (in this order): High Explosive packs, Laser Rifles, Heavy Rockets, Tank Rockets, Heavy Lasers, Alien Grenades, Laser Pistols, or Tank Cannon. Heavy Cannon (AP only) can be used but you will need the massed fire of half a full squad for a whole turn to bring down just one disc.  Forget standard Rifles or Pistols - they&#039;re just too tough. HE rounds (Heavy Cannon or Auto Cannon) and regular Grenades (even Proximity mines) are almost totally ineffective. Of course, once you have Plasma weapons, things start to look up. &lt;br /&gt;
* If two or more Cyberdiscs are close together, the self-destruct explosion from one may be enough to bring down the second or even cause a chain reaction. Mutually Assured Destruction (or MAD for short) is a great way to kill these creatures without using advanced weaponry; if you have psionics, MC one quarter of the unit then send it within line of sight of the closest Sectoid. Usually the Sectoid will reaction fire and kill the Cyberdisc and the resulting explosion will kill the Sectoid too. Even the act of firing on the Cyberdisc with its own weapon may precipitate reaction fire from nearby Sectoids, thus assuring that if the initial shot didn&#039;t do enough damage to kill, the reaction fire should.&lt;br /&gt;
* Although they cannot be captured, Cyberdiscs take damage from [[Stun Rod]]s and [[Stun Bomb]]s and will not explode if they are finished by one. This is very useful if a Cyberdisc spawns in the small storage room (1st floor right north of the central lift) on a battleship ground assault mission or a Terror Ship (the overlooks on L1 are notorious for this). What otherwise might make it necessary to sacrifice some soldiers to kill it, this at least gives your men a chance. In fact, out of the starting weapons, the Stun Rod is the most effective vs Cyberdiscs - if you can get close enough.&lt;br /&gt;
* Because of its large size, Cyberdiscs take roughly quadruple damage from explosive weapons; rather, they take damage once for every segment caught in the blast.  This is another way to take down stuck or camping Cyberdiscs without losing men. But because of their strong armour and high resistance to HE, this is only effective with very powerful explosives (Blaster Bomb, HE Pack, Heavy Rocket, Alien Grenade).&lt;br /&gt;
* You might try fighting armoured vehicles with armoured vehicles. &lt;br /&gt;
**Standard Cannon tanks have limited effectiveness against Cyberdiscs (midway between Heavy Rockets and HC-AP), but have the ammo to keep slugging away for a relatively long time, if they can avoid being reduced to slag themselves. &lt;br /&gt;
**Rocket-armed tanks are initally more effective, but very soon run out of ammo. And 4 soldiers with Rocket launchers are about 4 times as destructive as the Rocket tank (though with limited ammo the soldiers will likely run out of ammo twice as fast as the tank). &lt;br /&gt;
**Laser tanks are even better - but 4 soldiers with Laser Rifles are about 3 times as destructive as one Laser tank. &lt;br /&gt;
**Unfortunately, until you get the more heavily armoured and better gunned hovertanks, using tanks against Cyberdiscs is improvisation, not a battle-winning tactic.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Bio-Drone]]&lt;br /&gt;
*[[Mind Control#Mind controlling 4-square units - a bug|Problems with mind control]]&lt;br /&gt;
&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=81762</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=81762"/>
		<updated>2017-02-04T23:43:20Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Aliens Panicking and Berserking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; Morale scores determine whether they will panic or go berserk in the midst of a bad situation.  Morale for all units is set at 100 at the start of each mission, and can rise or fall depending on events which occur during combat.  &lt;br /&gt;
&lt;br /&gt;
A high [[Bravery]] score will reduce the amount of Morale lost due to bad events, and the presence of a high-[[rank]]ing officer on a mission can reduce Morale penalties as well.  The loss of a high-ranking officer can in turn produce large Morale penalties.&lt;br /&gt;
&lt;br /&gt;
When a unit&#039;s Morale drops below 50, there is a chance it will panic or go berserk.&lt;br /&gt;
&lt;br /&gt;
== Value Ranges ==&lt;br /&gt;
All units, alien and friendly, start with a Morale of 100 at the beginning of combat.  Morale can never go higher than 100 or lower than 0 -- but if it falls below 50, a unit may panic or go berserk which will cause it to rise by 15 points.&lt;br /&gt;
&lt;br /&gt;
When morale is between 100-50 units will function normally, but between 49-0 there is an increasing chance of panic or berserk, with a 100% chance when morale is at 0.&lt;br /&gt;
&lt;br /&gt;
== Events which Affect Morale ==&lt;br /&gt;
* Own unit killed - surviving units lose 0-35 points, dependent on unit bravery, squad leadership, and rank of lost soldier. Applies even if your soldier was mind-controlled by aliens when killed.&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit zombified - no effect on squad morale! (however, you must understand that zombification is a completely separate process from being hit, being hurt, and being killed! You can be zombified AND killed by a Chryssalid, or just zombified. Being zombified and KILLED does the same morale loss as being killed.)&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses points according to this equation: Morale Loss = INT( (110 - Bravery) * Health Loss / 100)&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership.  This works both ways; MC three aliens and have them kill three others, and the morale of their entire squad will be in the mid 40s afterwards.  It&#039;s possible to make Sectoid/Ethereal Leaders or Mutons panic if you understand how morale works, which is also why base Bravery is so important as well.&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership; soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
* [[Psionics|Psionic Panic]] attack - A successful attack causes the target to lose 110 points, less bravery (e.g., a unit with 40 bravery would lose 70 points); chance of success is dictated by Psionic formula&lt;br /&gt;
* [[Psionics|Psionic Mind Control]] attack - Successful mind control leaves a soldier at 0 Morale. Thus, the turn after Mind Control, they always suffer Panic/Berserk, and end that turn with 15 Morale. This also makes them likely to Panic/Berserk the next turn, as well. (Mind Control - the gift that keeps on giving!)&lt;br /&gt;
* Pain killer administered from a [[Medi-Kit]] - can restore Morale equal to the amount of [[Health]] a soldier has lost&lt;br /&gt;
&lt;br /&gt;
== Effect of Bravery ==&lt;br /&gt;
The &#039;&#039;&#039;base&#039;&#039;&#039; morale a unit loses when a comrade dies is dependent on the surviving unit&#039;s [[Bravery]] as follows ((110-Bravery)/5):&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Morale Loss&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A soldier having a bravery of 0 is impossible, except when editing game files.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Only tanks and certain aliens can have a Bravery of 110.&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
Having officer on a mission helps in two ways -- they reduce morale loss from negative events, and increase Morale gained from positive events.  Your highest-ranking (surviving) officer&#039;s Morale modifier is always used -- so if a Colonel is killed, and the next-highest-ranking soldier in the squad is a Sergeant, morale loss from the Colonel&#039;s death will still be reduced by 10%.  &lt;br /&gt;
&lt;br /&gt;
However, losing an officer produces higher than usual Morale losses, as shown in the table below below. Losing rookies, squaddies and tanks cause normal amounts of lost Morale.&lt;br /&gt;
&lt;br /&gt;
                           Leadership    Death morale&lt;br /&gt;
                             bonus          loss&lt;br /&gt;
 Tank, Rookie, or Squaddie     0%           x1.0&lt;br /&gt;
 Sergeant                     10%           x1.2&lt;br /&gt;
 Captain                      15%           x1.3&lt;br /&gt;
 Colonel                      25%           x1.5&lt;br /&gt;
 Commander                    50%           x1.75&lt;br /&gt;
&lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x (100% - Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
Since the loss of a Colonel produces Morale loss 1.5 times that of a normal unit, the effective Morale lost in the above scenario will be 1.5 (for the Colonel&#039;s death) * 0.9 (for the surviving Sergeant&#039;s modifier), for a modified Morale penalty of 1.35 times normal.&lt;br /&gt;
&lt;br /&gt;
The actual numbers for the death of a Rookie / Squaddie dependent on the highest ranking officer in the squad are&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
! Bravery !! None !! Sgt !! Cpt !! Col !! Cmd &lt;br /&gt;
|-&lt;br /&gt;
| 10 / FF ||    20 ||  18 ||  17 ||  16 ||  13&lt;br /&gt;
|-&lt;br /&gt;
| 20  ||    18 ||  16 ||  15 ||  14 ||  12&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||    16 ||  14 ||  13 ||  12 ||  10&lt;br /&gt;
|-&lt;br /&gt;
| 40  ||    14 ||  12 ||  12 ||  11 ||   9&lt;br /&gt;
|-&lt;br /&gt;
| 50  ||    12 ||  10 ||  10 ||   9 ||   8&lt;br /&gt;
|-&lt;br /&gt;
| 60  ||    10 ||   9 ||   8 ||   8 ||   6&lt;br /&gt;
|-&lt;br /&gt;
| 70  ||     8 ||   7 ||   6 ||   6 ||   5&lt;br /&gt;
|-&lt;br /&gt;
| 80  ||     6 ||   5 ||   5 ||   4 ||   4&lt;br /&gt;
|-&lt;br /&gt;
| 90  ||     4 ||   3 ||   3 ||   3 ||   2&lt;br /&gt;
|-&lt;br /&gt;
| 100 ||     2 ||   1 ||   1 ||   1 ||   1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the death has been a &amp;quot;friendly fire&amp;quot; incident, then the killer gets an additional penalty equal to that of a soldier with minimum bravery. &lt;br /&gt;
&lt;br /&gt;
To illustrate, consider the following tragic event: While performing weapon cleaning duty during a ceasefire in an otherwise successful battle, under the not so watchful supervision of their commanding captain, not one but three(!) xcom-troopers (bravery 40) - to the horrors of their watching comrades (bravery 10) - each happend to accidentally shoot a bystanding rookie. The squad was completely demoralized, the shooters (morale 100-17-3*13 = 44) understandably more so than the rest of the squad (morale 100-3*17 = 49). They lasted about 8 turns (1/12% = 8.33) while the others resisted for an average of 50 turns (1/2% = 50) before finally succumbing to panic. At the funeral, the captain hit the right tone when stating that &amp;quot;... while their death is a tragedy, their courrage will live on in us.&amp;quot; And indeed, after this encouraging speech, most of the squad (88.765%) and even the shooters (50.328%) felt better (+10 bravery) than before.&lt;br /&gt;
&lt;br /&gt;
=== Officer Tactics ===&lt;br /&gt;
* Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, your highest-ranking soldiers should never be in the front line of deployment.&lt;br /&gt;
&lt;br /&gt;
* By using [[XcomUtil]], you can choose to place you your officers in the rear of the transport, and your rookies in the front.&lt;br /&gt;
&lt;br /&gt;
* Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a Blaster Launcher or Mind Probe they can still contribute to the combat.   See [[Rear Commander]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Aliens are subject to the same Morale rules as X-COM units.  Targeting alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the remaining aliens.&lt;br /&gt;
&lt;br /&gt;
== Panicking and Berserking ==&lt;br /&gt;
If a unit&#039;s Morale drops below 50, there is a chance that it will [[panic]] or go [[berserk]] before the next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic Chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.&lt;br /&gt;
 &lt;br /&gt;
 Morale of 0 guarantees a panic or berserk.&lt;br /&gt;
 &lt;br /&gt;
 If a unit has less then 50 Morale on a given turn but does &#039;&#039;not&#039;&#039; panic, they will gain&lt;br /&gt;
 [[#Morale Loss and Bravery Increases|bravery experience]] instead.&lt;br /&gt;
&lt;br /&gt;
There are three types of &amp;quot;Panic&amp;quot;; a freeze, a flee, and a Berserk, with an theoretically equal chance (33%) of any one of these being triggered. The first two may or may not cause the unit to drop weapons held in the hand slots, while the third causes them to fire wildly (often at a specific unit standing nearby, which you&#039;d best hope to be hostile!). A fleeing unit may run to a location up to 15 tiles to the south and/or up to 15 tiles to the east, never north and/or west.&lt;br /&gt;
&lt;br /&gt;
After a unit has performed a panic action, it will gain 15 morale points, but have no [[TU]]s until its next turn (making it quite vulnerable).&lt;br /&gt;
&lt;br /&gt;
Note: Berserk soldiers temporarily get 255 TUs or slightly under that. This has been observed in the DOS and CE versions as well as TFTD -- however it&#039;s not entirely clear if this happens for the Playstation or Amiga versions. Firing costs are still based on the affected unit&#039;s max TUs, even if current TUs are well beyond that. In effect this allows a berserk unit to fire more rounds in a turn than is normally possible.&lt;br /&gt;
&lt;br /&gt;
== Aliens Panicking and Berserking ==&lt;br /&gt;
&lt;br /&gt;
The effects of aliens getting into a state of panic or going berserk are similar to the player&#039;s side but with a small difference in when it occurs. &lt;br /&gt;
&lt;br /&gt;
For the player&#039;s side, the panic/berserk effects kick in just before the start of the turn. For the aliens side, the effects appear to occur during the turn as each unit is taken control of by the AI. &lt;br /&gt;
&lt;br /&gt;
When an alien panics/berserks, the player is usually not informed of this.  The player however may find unarmed aliens wandering about or the odd gun lying on the ground. Mysterious gunshot noises that don&#039;t appear to be aimed at your side or civilians (if present) are a good indication that one of the aliens has just gone berserk. &lt;br /&gt;
&lt;br /&gt;
On more severe panic/berserk attacks, the player will get a dialog box informing that the alien has panicked or gone berserk.  Unless you&#039;re using psionics, this is a fairly good indicator that the majority of the alien&#039;s squad has been killed, because the cumulative killing of aliens is what will cause their morale to drop sufficiently for a panic to occur.&lt;br /&gt;
&lt;br /&gt;
Additional side benefits that accompany the dialog box would be the revelation of the panicking unit&#039;s rank, as well as a hint of where the panicking may be located by having the camera briefly centering on it. This may even reveal other aliens in the panicking aliens&#039; immediate area if the fog of war has been lifted previously.&lt;br /&gt;
&lt;br /&gt;
== Psionic Panicking Attacks ==&lt;br /&gt;
There are two kinds of [[psionic]] attacks aliens and Psi-trained soldiers can use: &#039;&#039;Control Unit&#039;&#039; and &#039;&#039;Panic Unit&#039;&#039;.  &#039;&#039;Panic Unit&#039;&#039; attacks are more likely to succeed. A successful psionic panicking attack immediately subtracts:&lt;br /&gt;
     110 - [[Bravery]]&lt;br /&gt;
points from the target&#039;s Morale score. Thus if the target is a towering hero (100 Bravery) only 10 Morale is subtracted; if the target is a cowering worm (10 Bravery, the minimum possible), 100 Morale is subtracted.  For alien Bravery stats, see [[Alien Stats]].&lt;br /&gt;
&lt;br /&gt;
Repeated attacks may be needed to bring a unit&#039;s Morale below 50, where it has a chance of panicking.&lt;br /&gt;
&lt;br /&gt;
== Morale Loss and Bravery Increases ==&lt;br /&gt;
When a unit&#039;s Morale is below 50 but it &#039;&#039;does not&#039;&#039; panic or go berserk, it gains &amp;quot;bravery training&amp;quot;.  Each successfully-resisted panic roll gives the unit an additional ~9% chance of gaining +10 Bravery at the end of the mission, up to a 100% chance after 11 successful resists.  See [[Bravery]] for more details.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Panic]]&lt;br /&gt;
* [[Berserk]]&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=80902</id>
		<title>Ethereal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=80902"/>
		<updated>2017-02-04T17:48:44Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Special abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
{{BureauVersion}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other languages: [[에테리얼|한국어]], [[Etéreo|Español]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:ethereal.png|right|Ethereal]]&lt;br /&gt;
The &#039;&#039;&#039;Ethereal&#039;&#039;&#039; race is arguably the most dangerous species that X-COM forces faced during the First Alien War.&lt;br /&gt;
&lt;br /&gt;
Ethereals are rarely seen on Earth as they prefer to send other races (especially [[Muton]]s) to carry out missions on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               68-79&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            55&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            96-111&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         75-93&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          48-52&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   37-92&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 80&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         40-46, 45-52, 50-58&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      50-58, 60-70, 65-75 &lt;br /&gt;
&lt;br /&gt;
==Special abilities==&lt;br /&gt;
Ethereals are the race who are most directly in charge of the entire alien invasion.  They are terrifying if you are not familiar with them, but still a teeth-grinding pain in the rear if you are.&lt;br /&gt;
&lt;br /&gt;
Every member of the Ethereal race possesses very powerful [[Psionics|psionic abilities]] that can be used to make X-COM forces panic. It is even possible for Ethereals to take control of X-COM units and use them against us.  Soldiers with less than probably 80 PSI strength should not be used against them; but assuming you do, Ethereals are essentially flying Space Jesuits with guns.  Even without their PSI, however, they&#039;re well enough armoured that you won&#039;t want to use less than plasma pistols against them, they have much higher firing accuracy than you, they&#039;re resistant to incendiaries, and they love sniping.&lt;br /&gt;
&lt;br /&gt;
Terror attacks by Ethereals are the most dangerous for both [[Civilian]]s and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against [[Sectopod]]s.&lt;br /&gt;
&lt;br /&gt;
Be aware of the fact that Ethereals can fly, giving them access to just about anywhere on the map.  They often use this to set up midair sniping positions, especially  on the harder difficulties but not as much for across-the-map movement. [[Night Missions]] ARE A PAIN, especially since their night vision is far superior to humans. Plus, flares and incendiaries aren&#039;t useful for illuminating empty air.&lt;br /&gt;
&lt;br /&gt;
If an Ethereal is &amp;quot;spotting&amp;quot; for his pals from around level 9 of the map and you can&#039;t find him, and his friends are all bombarding you with psi, you will probably have to abort... if you still can.&lt;br /&gt;
&lt;br /&gt;
Despite having powerful psionic abilities, Ethereals are armed and most Ethereals wield [[Heavy Plasma]].&lt;br /&gt;
&lt;br /&gt;
== Live specimen ==&lt;br /&gt;
This being has awesome mental powers which allow for telepathic communication and telekinetic abilities.&lt;br /&gt;
&lt;br /&gt;
The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them.&lt;br /&gt;
&lt;br /&gt;
They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on Earth since they seem to rely on other races to pursue their objectives.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:etherealautopsy.png|right|Ethereal - Autopsy]]&lt;br /&gt;
This being is physically retarded and seems incapable of sustaining any life functions.&lt;br /&gt;
&lt;br /&gt;
The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all.&lt;br /&gt;
&lt;br /&gt;
The brain, however, is well developed and draws on a high proportion of the body&#039;s blood supply. It is a mystery as to how this creature can sustain itself without external support.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Ethereal:&lt;br /&gt;
* The Ethereal takes 0.7x damage from [[Incendiary|fire]], and 0.8x [[stun]] damage. &lt;br /&gt;
* Very high Firing and Throwing Accuracy.&lt;br /&gt;
* Is very fast (very high TUs).&lt;br /&gt;
* High Health.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Very high Reactions.&lt;br /&gt;
* High Strength.&lt;br /&gt;
* Very high Psi Strength.&lt;br /&gt;
* There are no Ethereal Navigators, Engineers, or Medics.  Ethereal Leaders will be used in their place.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=80899</id>
		<title>Ethereal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=80899"/>
		<updated>2017-02-04T17:47:59Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Special abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
{{BureauVersion}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other languages: [[에테리얼|한국어]], [[Etéreo|Español]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:ethereal.png|right|Ethereal]]&lt;br /&gt;
The &#039;&#039;&#039;Ethereal&#039;&#039;&#039; race is arguably the most dangerous species that X-COM forces faced during the First Alien War.&lt;br /&gt;
&lt;br /&gt;
Ethereals are rarely seen on Earth as they prefer to send other races (especially [[Muton]]s) to carry out missions on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               68-79&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            55&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            96-111&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         75-93&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          48-52&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   37-92&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 80&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         40-46, 45-52, 50-58&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      50-58, 60-70, 65-75 &lt;br /&gt;
&lt;br /&gt;
==Special abilities==&lt;br /&gt;
Ethereals are the race who are most directly in charge of the entire alien invasion.  They are terrifying if you are unfamiliar with them, but still a teeth-grinding pain in the rear if you are.&lt;br /&gt;
&lt;br /&gt;
Every member of the Ethereal race possesses very powerful [[Psionics|psionic abilities]] that can be used to make X-COM forces panic. It is even possible for Ethereals to take control of X-COM units and use them against us.  Soldiers with less than probably 80 PSI strength should not be used against them; but assuming you do, Ethereals are essentially flying Space Jesuits with guns.  Even without their PSI, however, they&#039;re well enough armoured that you won&#039;t want to use less than plasma pistols against them, they have much higher firing accuracy than you, they&#039;re resistant to incendiaries, and they love sniping.&lt;br /&gt;
&lt;br /&gt;
Terror attacks by Ethereals are the most dangerous for both [[Civilian]]s and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against [[Sectopod]]s.&lt;br /&gt;
&lt;br /&gt;
Be aware of the fact that Ethereals can fly, giving them access to just about anywhere on the map.  They often use this to set up midair sniping positions, especially  on the harder difficulties but not as much for across-the-map movement. [[Night Missions]] ARE A PAIN, especially since their night vision is far superior to humans. Plus, flares and incendiaries aren&#039;t useful for illuminating empty air.&lt;br /&gt;
&lt;br /&gt;
If an Ethereal is &amp;quot;spotting&amp;quot; for his pals from around level 9 of the map and you can&#039;t find him, and his friends are all bombarding you with psi, you will probably have to abort... if you still can.&lt;br /&gt;
&lt;br /&gt;
Despite having powerful psionic abilities, Ethereals are armed and most Ethereals wield [[Heavy Plasma]].&lt;br /&gt;
&lt;br /&gt;
== Live specimen ==&lt;br /&gt;
This being has awesome mental powers which allow for telepathic communication and telekinetic abilities.&lt;br /&gt;
&lt;br /&gt;
The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them.&lt;br /&gt;
&lt;br /&gt;
They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on Earth since they seem to rely on other races to pursue their objectives.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:etherealautopsy.png|right|Ethereal - Autopsy]]&lt;br /&gt;
This being is physically retarded and seems incapable of sustaining any life functions.&lt;br /&gt;
&lt;br /&gt;
The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all.&lt;br /&gt;
&lt;br /&gt;
The brain, however, is well developed and draws on a high proportion of the body&#039;s blood supply. It is a mystery as to how this creature can sustain itself without external support.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Ethereal:&lt;br /&gt;
* The Ethereal takes 0.7x damage from [[Incendiary|fire]], and 0.8x [[stun]] damage. &lt;br /&gt;
* Very high Firing and Throwing Accuracy.&lt;br /&gt;
* Is very fast (very high TUs).&lt;br /&gt;
* High Health.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Very high Reactions.&lt;br /&gt;
* High Strength.&lt;br /&gt;
* Very high Psi Strength.&lt;br /&gt;
* There are no Ethereal Navigators, Engineers, or Medics.  Ethereal Leaders will be used in their place.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton&amp;diff=80825</id>
		<title>Muton</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton&amp;diff=80825"/>
		<updated>2017-02-04T12:42:20Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
[[Image:muton.png|right|Muton]]&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are the most physically-powerful sentient race in X-COM.  They may be accompanied by [[Silacoid]] and [[Celatid]] terror units.&lt;br /&gt;
&lt;br /&gt;
Mutons have high stats and armor and are resistant to [[Weapons#Armour-Piercing|AP ammunition]], making them quite hard to defeat with an inexperienced force.  Fortunately they have a relatively low Intelligence score, and will &amp;quot;forget&amp;quot; the whereabouts of your soldiers after only 4 turns.  They are also highly susceptible to [[psionic]] attacks.&lt;br /&gt;
&lt;br /&gt;
Despite their greater survivability, Muton reactions give them only a medium level of aggression; less than Sectoids and Ethereals, but more than Floaters.  They become comic relief for a player with lots of psionics, but should be approached cautiously otherwise.  Heavy plasma is the preferred weapon class for use against them; while laser rifles will work, more rounds per kill will be required, which allows them time to return fire.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               56-64&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            125&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         60-74&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          70-75&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   27-66&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 62&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      25-29&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
This humanoid creature is physically powerful and intelligent. They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. They appear to rely on telepathic commands from a race known as &#039;[[Ethereal]]s&#039;. Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance. They are clearly the foot soldiers for a higher intelligence.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:mutonautopsy.png|right|Muton - Autopsy]]&lt;br /&gt;
The &#039;skin&#039; of this creature appears to be an organically created protective armour which is grafted onto the body. There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses. The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest. [[Weapons#Armour-Piercing|Armour piercing ammunition]] is not very effective against their toughened skin.&lt;br /&gt;
&amp;lt;br style =&amp;quot; clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{| align = &amp;quot;right&amp;quot; width = &amp;quot;20%&amp;quot; style = &amp;quot;border: 1px silver dashed; margin: 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align = &amp;quot;center&amp;quot;&amp;gt;[[Image:mutblending.png | Find the Muton!]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align = &amp;quot;center&amp;quot;&amp;gt;&amp;lt;small&amp;gt;A classic case of Find The Muton&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following are some miscellaneous notes on the Muton:&lt;br /&gt;
* The Muton takes 0.6x damage from armour-piercing weaponry.&lt;br /&gt;
* Very high Health. A Superhuman-grade Muton standing on a [[High Explosive]] &#039;&#039;will usually survive.&#039;&#039;  They have also been known to survive blaster bomb explosions at point blank range, even on lower difficulty settings.  Mutons are killed most easily with heavy plasma weapons, but will at times still require up to four direct hits.  This should not necessarily intimidate players, however, because with late game armour and health training, XCom soldiers can become almost as robust themselves.&lt;br /&gt;
* Very high Strength.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Average Reactions.&lt;br /&gt;
* Is fast (high TUs).&lt;br /&gt;
* Average Firing and Throwing Accuracy.&lt;br /&gt;
* Very low Psi Strength.&lt;br /&gt;
* There are no Muton Leaders, Commanders, or even Medics. In crew setups where these classes appear, they will be substituted by Muton soldiers .&lt;br /&gt;
* Mr. Angry Red Suit as seen in the opening animation does not appear in the game. &lt;br /&gt;
* While the troops on the ground can see them just fine, neglectful Commanders might lose track of Mutons in vegetation, especially on Jungle maps, as their green armor blends in well with flora. Use the target centering boxes down the right side of the screen or the overhead map to assist locating them.&lt;br /&gt;
* They can be seen in the intro. Apart from Mr. Angry Red Suit, they are the only aliens seen there.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton&amp;diff=80824</id>
		<title>Muton</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton&amp;diff=80824"/>
		<updated>2017-02-04T12:38:57Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
[[Image:muton.png|right|Muton]]&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are the most physically-powerful sentient race in X-COM.  They may be accompanied by [[Silacoid]] and [[Celatid]] terror units.&lt;br /&gt;
&lt;br /&gt;
Mutons have high stats and armor and are resistant to [[Weapons#Armour-Piercing|AP ammunition]], making them quite hard to defeat with an inexperienced force.  Fortunately they have a relatively low Intelligence score, and will &amp;quot;forget&amp;quot; the whereabouts of your soldiers after only 4 turns.  They are also highly susceptible to [[psionic]] attacks.&lt;br /&gt;
&lt;br /&gt;
Despite their greater survivability, Muton reactions give them only a medium level of aggression; less than Sectoids and Ethereals, but more than Floaters.  They become comic relief for a player with lots of psionics, but should be approached cautiously otherwise.  Heavy plasma is the preferred weapon class for use against them; while laser rifles will work, more rounds per kill will be required, which allows them time to return fire.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               56-64&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            125&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         60-74&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          70-75&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   27-66&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 62&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      25-29&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
This humanoid creature is physically powerful and intelligent. They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. They appear to rely on telepathic commands from a race known as &#039;[[Ethereal]]s&#039;. Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance. They are clearly the foot soldiers for a higher intelligence.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:mutonautopsy.png|right|Muton - Autopsy]]&lt;br /&gt;
The &#039;skin&#039; of this creature appears to be an organically created protective armour which is grafted onto the body. There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses. The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest. [[Weapons#Armour-Piercing|Armour piercing ammunition]] is not very effective against their toughened skin.&lt;br /&gt;
&amp;lt;br style =&amp;quot; clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{| align = &amp;quot;right&amp;quot; width = &amp;quot;20%&amp;quot; style = &amp;quot;border: 1px silver dashed; margin: 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align = &amp;quot;center&amp;quot;&amp;gt;[[Image:mutblending.png | Find the Muton!]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align = &amp;quot;center&amp;quot;&amp;gt;&amp;lt;small&amp;gt;A classic case of Find The Muton&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following are some miscellaneous notes on the Muton:&lt;br /&gt;
* The Muton takes 0.6x damage from armour-piercing weaponry.&lt;br /&gt;
* Very high Health. A Superhuman-grade Muton standing on a [[High Explosive]] &#039;&#039;will usually survive.&#039;&#039;  They have also been known to survive blaster bomb explosions at point blank range, even on lower difficulty settings as well.  Mutons are killed most easily with heavy plasma weapons, but will at times still require up to four direct hits.  This should not necessarily intimidate players, however, because with late game armour and health training, XCom soldiers can become almost as robust themselves.&lt;br /&gt;
* Very high Strength.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Average Reactions.&lt;br /&gt;
* Is fast (high TUs).&lt;br /&gt;
* Average Firing and Throwing Accuracy.&lt;br /&gt;
* Very low Psi Strength.&lt;br /&gt;
* There are no Muton Leaders, Commanders, or even Medics. In crew setups where these classes appear, they will be substituted by Muton soldiers .&lt;br /&gt;
* Mr. Angry Red Suit as seen in the opening animation does not appear in the game. &lt;br /&gt;
* While the troops on the ground can see them just fine, neglectful Commanders might lose track of Mutons in vegetation, especially on Jungle maps, as their green armor blends in well with flora. Use the target centering boxes down the right side of the screen or the overhead map to assist locating them.&lt;br /&gt;
* They can be seen in the intro. Apart from Mr. Angry Red Suit, they are the only aliens seen there.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=80016</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=80016"/>
		<updated>2017-02-03T19:07:30Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Events which Affect Morale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; Morale scores determine whether they will panic or go berserk in the midst of a bad situation.  Morale for all units is set at 100 at the start of each mission, and can rise or fall depending on events which occur during combat.  &lt;br /&gt;
&lt;br /&gt;
A high [[Bravery]] score will reduce the amount of Morale lost due to bad events, and the presence of a high-[[rank]]ing officer on a mission can reduce Morale penalties as well.  The loss of a high-ranking officer can in turn produce large Morale penalties.&lt;br /&gt;
&lt;br /&gt;
When a unit&#039;s Morale drops below 50, there is a chance it will panic or go berserk.&lt;br /&gt;
&lt;br /&gt;
== Value Ranges ==&lt;br /&gt;
All units, alien and friendly, start with a Morale of 100 at the beginning of combat.  Morale can never go higher than 100 or lower than 0 -- but if it falls below 50, a unit may panic or go berserk which will cause it to rise by 15 points.&lt;br /&gt;
&lt;br /&gt;
When morale is between 100-50 units will function normally, but between 49-0 there is an increasing chance of panic or berserk, with a 100% chance when morale is at 0.&lt;br /&gt;
&lt;br /&gt;
== Events which Affect Morale ==&lt;br /&gt;
* Own unit killed - surviving units lose 0-35 points, dependent on unit bravery, squad leadership, and rank of lost soldier. Applies even if your soldier was mind-controlled by aliens when killed.&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit zombified - no effect on squad morale! (however, you must understand that zombification is a completely separate process from being hit, being hurt, and being killed! You can be zombified AND killed by a Chryssalid, or just zombified. Being zombified and KILLED does the same morale loss as being killed.)&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses points according to this equation: Morale Loss = INT( (110 - Bravery) * Health Loss / 100)&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership.  This works both ways; MC three aliens and have them kill three others, and the morale of their entire squad will be in the mid 40s afterwards.  It&#039;s possible to make Sectoid/Ethereal Leaders or Mutons panic if you understand how morale works, which is also why base Bravery is so important as well.&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership; soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
* [[Psionics|Psionic Panic]] attack - A successful attack causes the target to lose 110 points, less bravery (e.g., a unit with 40 bravery would lose 70 points); chance of success is dictated by Psionic formula&lt;br /&gt;
* [[Psionics|Psionic Mind Control]] attack - Successful mind control leaves a soldier at 0 Morale. Thus, the turn after Mind Control, they always suffer Panic/Berserk, and end that turn with 15 Morale. This also makes them likely to Panic/Berserk the next turn, as well. (Mind Control - the gift that keeps on giving!)&lt;br /&gt;
* Pain killer administered from a [[Medi-Kit]] - can restore Morale equal to the amount of [[Health]] a soldier has lost&lt;br /&gt;
&lt;br /&gt;
== Effect of Bravery ==&lt;br /&gt;
The &#039;&#039;&#039;base&#039;&#039;&#039; morale a unit loses when a comrade dies is dependent on the surviving unit&#039;s [[Bravery]] as follows ((110-Bravery)/5):&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Morale Loss&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A soldier having a bravery of 0 is impossible, except when editing game files.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Only tanks and certain aliens can have a Bravery of 110.&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
Having officer on a mission helps in two ways -- they reduce morale loss from negative events, and increase Morale gained from positive events.  Your highest-ranking (surviving) officer&#039;s Morale modifier is always used -- so if a Colonel is killed, and the next-highest-ranking soldier in the squad is a Sergeant, morale loss from the Colonel&#039;s death will still be reduced by 10%.  &lt;br /&gt;
&lt;br /&gt;
However, losing an officer produces higher than usual Morale losses, as shown in the table below below. Losing rookies, squaddies and tanks cause normal amounts of lost Morale.&lt;br /&gt;
&lt;br /&gt;
                           Leadership    Death morale&lt;br /&gt;
                             bonus          loss&lt;br /&gt;
 Tank, Rookie, or Squaddie     0%           x1.0&lt;br /&gt;
 Sergeant                     10%           x1.2&lt;br /&gt;
 Captain                      15%           x1.3&lt;br /&gt;
 Colonel                      25%           x1.5&lt;br /&gt;
 Commander                    50%           x1.75&lt;br /&gt;
&lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x (100% - Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
Since the loss of a Colonel produces Morale loss 1.5 times that of a normal unit, the effective Morale lost in the above scenario will be 1.5 (for the Colonel&#039;s death) * 0.9 (for the surviving Sergeant&#039;s modifier), for a modified Morale penalty of 1.35 times normal.&lt;br /&gt;
&lt;br /&gt;
The actual numbers for the death of a Rookie / Squaddie dependent on the highest ranking officer in the squad are&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
! Bravery !! None !! Sgt !! Cpt !! Col !! Cmd &lt;br /&gt;
|-&lt;br /&gt;
| 10 / FF ||    20 ||  18 ||  17 ||  16 ||  13&lt;br /&gt;
|-&lt;br /&gt;
| 20  ||    18 ||  16 ||  15 ||  14 ||  12&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||    16 ||  14 ||  13 ||  12 ||  10&lt;br /&gt;
|-&lt;br /&gt;
| 40  ||    14 ||  12 ||  12 ||  11 ||   9&lt;br /&gt;
|-&lt;br /&gt;
| 50  ||    12 ||  10 ||  10 ||   9 ||   8&lt;br /&gt;
|-&lt;br /&gt;
| 60  ||    10 ||   9 ||   8 ||   8 ||   6&lt;br /&gt;
|-&lt;br /&gt;
| 70  ||     8 ||   7 ||   6 ||   6 ||   5&lt;br /&gt;
|-&lt;br /&gt;
| 80  ||     6 ||   5 ||   5 ||   4 ||   4&lt;br /&gt;
|-&lt;br /&gt;
| 90  ||     4 ||   3 ||   3 ||   3 ||   2&lt;br /&gt;
|-&lt;br /&gt;
| 100 ||     2 ||   1 ||   1 ||   1 ||   1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the death has been a &amp;quot;friendly fire&amp;quot; incident, then the killer gets an additional penalty equal to that of a soldier with minimum bravery. &lt;br /&gt;
&lt;br /&gt;
To illustrate, consider the following tragic event: While performing weapon cleaning duty during a ceasefire in an otherwise successful battle, under the not so watchful supervision of their commanding captain, not one but three(!) xcom-troopers (bravery 40) - to the horrors of their watching comrades (bravery 10) - each happend to accidentally shoot a bystanding rookie. The squad was completely demoralized, the shooters (morale 100-17-3*13 = 44) understandably more so than the rest of the squad (morale 100-3*17 = 49). They lasted about 8 turns (1/12% = 8.33) while the others resisted for an average of 50 turns (1/2% = 50) before finally succumbing to panic. At the funeral, the captain hit the right tone when stating that &amp;quot;... while their death is a tragedy, their courrage will live on in us.&amp;quot; And indeed, after this encouraging speech, most of the squad (88.765%) and even the shooters (50.328%) felt better (+10 bravery) than before.&lt;br /&gt;
&lt;br /&gt;
=== Officer Tactics ===&lt;br /&gt;
* Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, your highest-ranking soldiers should never be in the front line of deployment.&lt;br /&gt;
&lt;br /&gt;
* By using [[XcomUtil]], you can choose to place you your officers in the rear of the transport, and your rookies in the front.&lt;br /&gt;
&lt;br /&gt;
* Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a Blaster Launcher or Mind Probe they can still contribute to the combat.   See [[Rear Commander]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Aliens are subject to the same Morale rules as X-COM units.  Targeting alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the remaining aliens.&lt;br /&gt;
&lt;br /&gt;
== Panicking and Berserking ==&lt;br /&gt;
If a unit&#039;s Morale drops below 50, there is a chance that it will [[panic]] or go [[berserk]] before the next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic Chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.&lt;br /&gt;
 &lt;br /&gt;
 Morale of 0 guarantees a panic or berserk.&lt;br /&gt;
 &lt;br /&gt;
 If a unit has less then 50 Morale on a given turn but does &#039;&#039;not&#039;&#039; panic, they will gain&lt;br /&gt;
 [[#Morale Loss and Bravery Increases|bravery experience]] instead.&lt;br /&gt;
&lt;br /&gt;
There are three types of &amp;quot;Panic&amp;quot;; a freeze, a flee, and a Berserk, with an theoretically equal chance (33%) of any one of these being triggered. The first two may or may not cause the unit to drop weapons held in the hand slots, while the third causes them to fire wildly (often at a specific unit standing nearby, which you&#039;d best hope to be hostile!). A fleeing unit may run to a location up to 15 tiles to the south and/or up to 15 tiles to the east, never north and/or west.&lt;br /&gt;
&lt;br /&gt;
After a unit has performed a panic action, it will gain 15 morale points, but have no [[TU]]s until its next turn (making it quite vulnerable).&lt;br /&gt;
&lt;br /&gt;
Note: Berserk soldiers temporarily get 255 TUs or slightly under that. This has been observed in the DOS and CE versions as well as TFTD -- however it&#039;s not entirely clear if this happens for the Playstation or Amiga versions. Firing costs are still based on the affected unit&#039;s max TUs, even if current TUs are well beyond that. In effect this allows a berserk unit to fire more rounds in a turn than is normally possible.&lt;br /&gt;
&lt;br /&gt;
== Aliens Panicking and Berserking ==&lt;br /&gt;
&lt;br /&gt;
The effects of aliens getting into a state of panic or going berserk are similar to the player&#039;s side but with a small difference in when it occurs. &lt;br /&gt;
&lt;br /&gt;
For the player&#039;s side, the panic/berserk effects kick in just before the start of the turn. For the aliens side, the effects appear to occur during the turn as each unit is taken control of by the AI. &lt;br /&gt;
&lt;br /&gt;
When an alien panics/berserks, the player is usually not informed of this.  The player however may find unarmed aliens wandering about or the odd gun lying on the ground. Mysterious gunshot noises that don&#039;t appear to be aimed at your side or civilians (if present) are a good indication that one of the aliens has just gone berserk. &lt;br /&gt;
&lt;br /&gt;
On more severe panic/berserk attacks, the player will get a dialog box informing that the alien has panicked or gone berserk. &lt;br /&gt;
&lt;br /&gt;
Additional side benefits that accompany the dialog box would be the revelation of the panicking unit&#039;s rank, as well as a hint of where the panicking may be located by having the camera briefly centering on it. This may even reveal other aliens in the panicking aliens&#039; immediate area if the fog of war has been lifted previously.&lt;br /&gt;
&lt;br /&gt;
== Psionic Panicking Attacks ==&lt;br /&gt;
There are two kinds of [[psionic]] attacks aliens and Psi-trained soldiers can use: &#039;&#039;Control Unit&#039;&#039; and &#039;&#039;Panic Unit&#039;&#039;.  &#039;&#039;Panic Unit&#039;&#039; attacks are more likely to succeed. A successful psionic panicking attack immediately subtracts:&lt;br /&gt;
     110 - [[Bravery]]&lt;br /&gt;
points from the target&#039;s Morale score. Thus if the target is a towering hero (100 Bravery) only 10 Morale is subtracted; if the target is a cowering worm (10 Bravery, the minimum possible), 100 Morale is subtracted.  For alien Bravery stats, see [[Alien Stats]].&lt;br /&gt;
&lt;br /&gt;
Repeated attacks may be needed to bring a unit&#039;s Morale below 50, where it has a chance of panicking.&lt;br /&gt;
&lt;br /&gt;
== Morale Loss and Bravery Increases ==&lt;br /&gt;
When a unit&#039;s Morale is below 50 but it &#039;&#039;does not&#039;&#039; panic or go berserk, it gains &amp;quot;bravery training&amp;quot;.  Each successfully-resisted panic roll gives the unit an additional ~9% chance of gaining +10 Bravery at the end of the mission, up to a 100% chance after 11 successful resists.  See [[Bravery]] for more details.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Panic]]&lt;br /&gt;
* [[Berserk]]&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton&amp;diff=75760</id>
		<title>Muton</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton&amp;diff=75760"/>
		<updated>2017-01-30T06:56:39Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
[[Image:muton.png|right|Muton]]&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are the most physically-powerful sentient race in X-COM.  They may be accompanied by [[Silacoid]] and [[Celatid]] terror units.&lt;br /&gt;
&lt;br /&gt;
Mutons have high stats and armor and are resistant to [[Weapons#Armour-Piercing|AP ammunition]], making them quite hard to defeat with an inexperienced force.  Fortunately they have a relatively low Intelligence score, and will &amp;quot;forget&amp;quot; the whereabouts of your soldiers after only 4 turns.  They are also highly susceptible to [[psionic]] attacks.&lt;br /&gt;
&lt;br /&gt;
Despite their greater survivability, Muton reactions give them only a medium level of aggression; less than Sectoids and Ethereals, but more than Floaters.  They become comic relief for a player with lots of psionics, but should be approached cautiously otherwise.  Heavy plasma is the preferred weapon class for use against them; while laser rifles will work, more rounds per kill will be required, which allows them time to return fire.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               56-64&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            125&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         60-74&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          70-75&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   27-66&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 62&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      25-29&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
This humanoid creature is physically powerful and intelligent. They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. They appear to rely on telepathic commands from a race known as &#039;[[Ethereal]]s&#039;. Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance. They are clearly the foot soldiers for a higher intelligence.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:mutonautopsy.png|right|Muton - Autopsy]]&lt;br /&gt;
The &#039;skin&#039; of this creature appears to be an organically created protective armour which is grafted onto the body. There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses. The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest. [[Weapons#Armour-Piercing|Armour piercing ammunition]] is not very effective against their toughened skin.&lt;br /&gt;
&amp;lt;br style =&amp;quot; clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{| align = &amp;quot;right&amp;quot; width = &amp;quot;20%&amp;quot; style = &amp;quot;border: 1px silver dashed; margin: 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align = &amp;quot;center&amp;quot;&amp;gt;[[Image:mutblending.png | Find the Muton!]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align = &amp;quot;center&amp;quot;&amp;gt;&amp;lt;small&amp;gt;A classic case of Find The Muton&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following are some miscellaneous notes on the Muton:&lt;br /&gt;
* The Muton takes 0.6x damage from armour-piercing weaponry.&lt;br /&gt;
* Very high Health. A Superhuman-grade Muton standing on a [[High Explosive]] &#039;&#039;will usually survive.&#039;&#039;&lt;br /&gt;
* Very high Strength.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Average Reactions.&lt;br /&gt;
* Is fast (high TUs).&lt;br /&gt;
* Average Firing and Throwing Accuracy.&lt;br /&gt;
* Very low Psi Strength.&lt;br /&gt;
* There are no Muton Leaders, Commanders, or even Medics. In crew setups where these classes appear, they will be substituted by Muton soldiers .&lt;br /&gt;
* Mr. Angry Red Suit as seen in the opening animation does not appear in the game. &lt;br /&gt;
* While the troops on the ground can see them just fine, neglectful Commanders might lose track of Mutons in vegetation, especially on Jungle maps, as their green armor blends in well with flora. Use the target centering boxes down the right side of the screen or the overhead map to assist locating them.&lt;br /&gt;
* They can be seen in the intro. Apart from Mr. Angry Red Suit, they are the only aliens seen there.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton&amp;diff=75454</id>
		<title>Muton</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton&amp;diff=75454"/>
		<updated>2017-01-28T19:51:52Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
[[Image:muton.png|right|Muton]]&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are the most physically-powerful sentient race in X-COM.  They may be accompanied by [[Silacoid]] and [[Celatid]] terror units.&lt;br /&gt;
&lt;br /&gt;
Mutons have high stats and armor and are resistant to [[Weapons#Armour-Piercing|AP ammunition]], making them quite hard to defeat with an inexperienced force.  Fortunately they have a relatively low Intelligence score, and will &amp;quot;forget&amp;quot; the whereabouts of your soldiers after only 4 turns.  They are also highly susceptible to [[psionic]] attacks.&lt;br /&gt;
&lt;br /&gt;
Despite their greater survivability, Muton reactions give them only a medium level of aggression; less than Sectoids and Ethereals, but more than Floaters.  They tend to engage in concealed sniping a bit more than most species, which arguably makes them more dangerous than their health or armour does.  They become comic relief for a player with lots of psionics, but should be approached cautiously otherwise.  Heavy plasma is the preferred weapon class for use against them; while laser rifles will work, more rounds per kill will be required, which allows them time to return fire.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               56-64&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            125&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         60-74&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          70-75&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   27-66&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 62&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      25-29&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
This humanoid creature is physically powerful and intelligent. They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. They appear to rely on telepathic commands from a race known as &#039;[[Ethereal]]s&#039;. Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance. They are clearly the foot soldiers for a higher intelligence.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:mutonautopsy.png|right|Muton - Autopsy]]&lt;br /&gt;
The &#039;skin&#039; of this creature appears to be an organically created protective armour which is grafted onto the body. There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses. The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest. [[Weapons#Armour-Piercing|Armour piercing ammunition]] is not very effective against their toughened skin.&lt;br /&gt;
&amp;lt;br style =&amp;quot; clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{| align = &amp;quot;right&amp;quot; width = &amp;quot;20%&amp;quot; style = &amp;quot;border: 1px silver dashed; margin: 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align = &amp;quot;center&amp;quot;&amp;gt;[[Image:mutblending.png | Find the Muton!]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align = &amp;quot;center&amp;quot;&amp;gt;&amp;lt;small&amp;gt;A classic case of Find The Muton&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following are some miscellaneous notes on the Muton:&lt;br /&gt;
* The Muton takes 0.6x damage from armour-piercing weaponry.&lt;br /&gt;
* Very high Health. A Superhuman-grade Muton standing on a [[High Explosive]] &#039;&#039;will usually survive.&#039;&#039;&lt;br /&gt;
* Very high Strength.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Average Reactions.&lt;br /&gt;
* Is fast (high TUs).&lt;br /&gt;
* Average Firing and Throwing Accuracy.&lt;br /&gt;
* Very low Psi Strength.&lt;br /&gt;
* There are no Muton Leaders, Commanders, or even Medics. In crew setups where these classes appear, they will be substituted by Muton soldiers .&lt;br /&gt;
* Mr. Angry Red Suit as seen in the opening animation does not appear in the game. &lt;br /&gt;
* While the troops on the ground can see them just fine, neglectful Commanders might lose track of Mutons in vegetation, especially on Jungle maps, as their green armor blends in well with flora. Use the target centering boxes down the right side of the screen or the overhead map to assist locating them.&lt;br /&gt;
* They can be seen in the intro. Apart from Mr. Angry Red Suit, they are the only aliens seen there.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton&amp;diff=75453</id>
		<title>Muton</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton&amp;diff=75453"/>
		<updated>2017-01-28T19:50:05Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
[[Image:muton.png|right|Muton]]&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are the most physically-powerful sentient race in X-COM.  They may be accompanied by [[Silacoid]] and [[Celatid]] terror units.&lt;br /&gt;
&lt;br /&gt;
Mutons have high stats and armor and are resistant to [[Weapons#Armour-Piercing|AP ammunition]], making them quite hard to defeat with an inexperienced force.  Fortunately they have a relatively low Intelligence score, and will &amp;quot;forget&amp;quot; the whereabouts of your soldiers after only 4 turns.  They are also highly susceptible to [[psionic]] attacks.&lt;br /&gt;
&lt;br /&gt;
Despite their greater survivability, Muton reactions give them only a medium level of aggression; less than Sectoids and Ethereals, but more than Floaters.  They tend to engage in concealed sniping a bit more than most species, which arguably makes them more dangerous than their health or armour does.  They become comic relief for a player with lots of psionics, but should be approached cautiously otherwise.  Heavy plasma is the preferred weapon class for use against them; while laser rifles will work, many more rounds per kill will be required, which allows them time to return fire.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               56-64&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            125&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         60-74&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          70-75&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   27-66&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 62&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      25-29&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
This humanoid creature is physically powerful and intelligent. They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. They appear to rely on telepathic commands from a race known as &#039;[[Ethereal]]s&#039;. Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance. They are clearly the foot soldiers for a higher intelligence.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:mutonautopsy.png|right|Muton - Autopsy]]&lt;br /&gt;
The &#039;skin&#039; of this creature appears to be an organically created protective armour which is grafted onto the body. There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses. The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest. [[Weapons#Armour-Piercing|Armour piercing ammunition]] is not very effective against their toughened skin.&lt;br /&gt;
&amp;lt;br style =&amp;quot; clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{| align = &amp;quot;right&amp;quot; width = &amp;quot;20%&amp;quot; style = &amp;quot;border: 1px silver dashed; margin: 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align = &amp;quot;center&amp;quot;&amp;gt;[[Image:mutblending.png | Find the Muton!]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align = &amp;quot;center&amp;quot;&amp;gt;&amp;lt;small&amp;gt;A classic case of Find The Muton&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following are some miscellaneous notes on the Muton:&lt;br /&gt;
* The Muton takes 0.6x damage from armour-piercing weaponry.&lt;br /&gt;
* Very high Health. A Superhuman-grade Muton standing on a [[High Explosive]] &#039;&#039;will usually survive.&#039;&#039;&lt;br /&gt;
* Very high Strength.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Average Reactions.&lt;br /&gt;
* Is fast (high TUs).&lt;br /&gt;
* Average Firing and Throwing Accuracy.&lt;br /&gt;
* Very low Psi Strength.&lt;br /&gt;
* There are no Muton Leaders, Commanders, or even Medics. In crew setups where these classes appear, they will be substituted by Muton soldiers .&lt;br /&gt;
* Mr. Angry Red Suit as seen in the opening animation does not appear in the game. &lt;br /&gt;
* While the troops on the ground can see them just fine, neglectful Commanders might lose track of Mutons in vegetation, especially on Jungle maps, as their green armor blends in well with flora. Use the target centering boxes down the right side of the screen or the overhead map to assist locating them.&lt;br /&gt;
* They can be seen in the intro. Apart from Mr. Angry Red Suit, they are the only aliens seen there.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Base_Assault&amp;diff=75447</id>
		<title>Alien Base Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Base_Assault&amp;diff=75447"/>
		<updated>2017-01-28T18:40:35Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;&#039;&#039;None of you seem to understand.&#039;&#039;  &#039;&#039;&#039;&#039;&#039;I&#039;m&#039;&#039;&#039;&#039;&#039; &#039;&#039;not locked in here with&#039;&#039; &#039;&#039;&#039;&#039;&#039;you.&#039;&#039;&#039;&#039;&#039;  &#039;&#039;&#039;&#039;&#039;You&#039;re&#039;&#039;&#039;&#039;&#039; &#039;&#039;locked in here with&#039;&#039; &#039;&#039;&#039;&#039;&#039;me.&#039;&#039;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
—Rorschach, &#039;&#039;Watchmen.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The aliens can build a maximum of 26 bases around the globe: 1 for each zone that has a land mass (Alien Base Mission) and then 1 for each country (Infiltration Mission), with the exception of Siberia. There could potentially be less: Only fifty (50) Geoscape &amp;quot;tokens&amp;quot; (bases, waypoints, ships, etc) can exist on the globe at any given time, and because you have to share this space with pretty much everything that you can interact with on the Geoscape, a base can only be created if there are unused slots, at the time the mission is supposed to be completed.&lt;br /&gt;
&lt;br /&gt;
Note: UFO flight pattern investigation has found that the base is placed as soon as the battleship arrives in the atmosphere, so if it shows, the aliens have a base. &amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locating an alien base==&lt;br /&gt;
Alien bases do not show up on the Geoscape by default, they are hidden until you find them.  To locate one, an X-COM [[craft]] must patrol in its vicinity for a short time.  Also, X-COM agents may report a base location to you at the beginning of the month, but that shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
There are several clues that indicate the presence of an alien base:  &lt;br /&gt;
*A large UFO performing an Alien Base mission may indicate the creation of a base, or a preliminary scouting mission.  Several UFOS running alien base missions simultaneously indicate the construction of a base, and the base may be built even if you [[UFO Interception|interdict]] all of those UFOs.  See: [[Alien Missions]]&lt;br /&gt;
*An [[Alien Supply]] mission will always land directly on top of a base; patrol the location until you find it.  &lt;br /&gt;
*For each nation that the aliens enter a [[pact]] with, they will also build a base somewhere in that nation&#039;s region-- but not necessarily within that nation&#039;s borders.&lt;br /&gt;
*Check your graphs for UFO activity by region.  A spike of UFO activity in a given region probably indicates the construction of a base there.&lt;br /&gt;
*Alien bases are numbered by generation, not by detection. If you already have destroyed 3 alien bases before discovering &amp;quot;alien base 5&amp;quot; you should continue your search to find number 4.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
There are two ways of destroying a base:&lt;br /&gt;
&lt;br /&gt;
* Destroying the contents of the room on the second floor of the Command Center renders the base destroyed for all intents of a base assault.  Specifically, you must destroy all 16 sections of the 4 purple octagonal tables (normally these are UFO Navigations).  A single [[Blaster Bomb]] to the upper level will usually set off a chain reaction: if you hear 16 explosions in a row, you&#039;re all set. If you abort the mission after destroying the Command Center, the mission will end and the base will be destroyed. Be sure to move all your troops onto the green tiles in the &amp;quot;exit areas&amp;quot; on the upper level.  Any troops not on a green tile (including those on the red lift tiles in the exit rooms) will be counted as MIA.&lt;br /&gt;
It is often much easier to infiltrate the Command Center by shooting through its walls (and ceiling) than by entering it via its doors and access lift.  See [[Destroying Terrain#UFO walls]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Kill all the aliens. This method will of course give greater rewards, but is sometimes more difficult to achieve. Especially in the case of Chryssalids, Sectopods and Cyberdisks hiding in obscure distant closets, waiting to ambush your troops as you search for the last remaining stragglers.&lt;br /&gt;
&lt;br /&gt;
== Recoverable components ==&lt;br /&gt;
The components that can be recovered from an alien base varies, dependent on what modules are used in its layout (see [[Alien Base Terrain]]).  Most of the recovery value from an alien base assault will come from recovered alien armaments.  See [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Alien deployment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics* **&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders***&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders***&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;12-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Ethereals use Ethereal Leaders in place of Navigators, Medics, and Engineers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Snakemen use Snakeman Soldiers in place of Medics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Mutons use Muton Soldiers in place of Leaders and Commanders.&lt;br /&gt;
&lt;br /&gt;
==Smash and grab==&lt;br /&gt;
Alien bases can be a very quick and dirty (dangerous) way to get [[Elerium-115|Elerium]], using what we call the &amp;quot;smash and grab&amp;quot; mission. Raid them by seeking out the storage room with power units. Destroy the power units without using explosives, and pick up the purple Elerium canisters that were underneath.  Boogie back to the entry lift, and abort the mission. You get the Elerium and the base is not destroyed. This means you can raid as often as you dare. Consider grabbing a few pieces of alien equipment on your retreat to replenish any spent equipment during the raid, and perhaps if you are lucky enough to knock out a high ranking alien, drag it back to the entrance to have it abducted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Raiding the supply [[Supply ship]]s for a base rather then the base itself may be much more profitable. A base populated by docile aliens (floaters) in a convenient terrain (flat ice, flat desert) will have an easy to grab supply ships. The constant 150 - 900 elerium/month are well worth the 150 points penalty for letting the base exist.&lt;br /&gt;
&lt;br /&gt;
If you want to do repeated Smash And Grabs on the same base, you must not destroy the base Control Center, and you must leave at least one alien alive in the base. &lt;br /&gt;
&lt;br /&gt;
One tip is to knock out an alien, bring it somewhere safe where you can watch over it (such as the small storage rooms with the small grav-lift), then revive it with a [[Medi-Kit]]. Proceed to wipe out the rest of the aliens, but do not damage the command consoles in the command centre. As soon as the base is neutralized, initiate a recovery mission and gather as much equipment (and corpses, if you&#039;re really stretched for cash) in the green entrance pads before aborting the mission. Though this may seem time consuming, it does allow you to reap the rewards of a normal successful mission. &lt;br /&gt;
&lt;br /&gt;
The mission will be counted as a technical failure, but that&#039;s nothing to worry about, as the activity points, loot and experience will tell you otherwise.&lt;br /&gt;
&lt;br /&gt;
Many (or most?) alien bases will &#039;&#039;not&#039;&#039; have power units, or any Elerium.  Recent research has shown that attacking a base&#039;s [[Supply ship|Supply Ships]] is likely to be more profitable (and less dangerous) than attacking the base itself, and a more reliable source of Elerium.  See [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Camping===&lt;br /&gt;
Camping exploits two quirks of the game: aliens cannot fire conventional weapons up or down through lift tiles, and will fall prey to the &amp;quot;[[Known Bugs#Collectors Edition Blaster Bomb Bug|Vertical Waypoint Bug]]&amp;quot;.  When the aliens attempt to fire [[Blaster Bomb]]s up the lift shaft, this bug will cause the bomb to travel south, not up, keeping your troops safe on the upper level.  The vertical waypont bug only exists in the &amp;quot;Collector&#039;s Edition&amp;quot; (Windows) version of X-COM; the camping strategy cannot be safely used in any other version of the game.&lt;br /&gt;
&lt;br /&gt;
Note that when your starting point is in the far south of the map this is not entirely safe. The aliens have about 10-20 blaster bombs. Those are able to destroy even the earth terrain behind the base walls made of alien alloys. After two shots the alloys at the south wall of the lower level of the starting point are destroyed and the aliens begin to &amp;quot;dig&amp;quot; a new hallway. If this hallway reaches the edge of the map the blaster bombs following will fly off the map and then reappear on their next waypoint, which is located on the unit blocking the north west tile of the elevator. The result is obviously the death of almost all of your units in that area and the destruction of any items located there. If your other starting point is for some reason not suitable for camping (for example because no aliens are passing it or being located in the far south, too) abort the mission and try again.&lt;br /&gt;
&lt;br /&gt;
To use the camping strategy, have all your troops retreat to the upper level of the access lifts (the green-tiled rooms).  Position a soldier on each square of the lift on the upper level so aliens cannot use the lift to come up (this requires a minimum of eight [[soldiers]] or two [[HWP]]s).  The simplest thing to do is then wait until turn 20+, when all the aliens will exit their own encampments and mass on the lift squares below you.  You can then shoot them.  To reduce the chance of your troops accidentally shooting each other, have them only shoot at aliens located directly beneath them.&lt;br /&gt;
&lt;br /&gt;
Camping tactics can also be used on other lifts found within an alien base, with varying degrees of effectiveness.  Rooms which have only one entrance (including the control room) are best, as you do not have to guard your back.  However, these rooms are dangerous to approach and clear of aliens in the first place.&lt;br /&gt;
&lt;br /&gt;
Camping cannot be used in [[Sectoid]] or [[Ethereal]] bases unless your troops have extremely high [[Psionic Strength]] and are able to completely withstand [[Psionic]] attacks (especially [[Mind Control]]).&lt;br /&gt;
&lt;br /&gt;
==== Camp and scout ====&lt;br /&gt;
Instead of waiting, you can also choose to send a scout down the lift every turn.  Have the scout turn in place to survey the immediate area; if any aliens are spotted, you can send other troops down to shoot or grenade them.  Depending on how many [[TUs]] the alien(s) have left, your scout may get fired upon when descending the lift, or the other soldiers when firing upon the aliens.  Dropping a [[Smoke Grenade]] in the center of the lower lift room can reduce the number of aliens that can see your troops while they scout.&lt;br /&gt;
&lt;br /&gt;
If the coast is clear, you may wish to have soldiers retrieve nearby corpses or alien gear, so as to prevent them from being destroyed if a Blaster Bomb is set off in the room.  You may come under fire from aliens that were not initially visible, however, and it is easy to miscalculate how many TUs are needed to retrieve items and return to the upper room.&lt;br /&gt;
&lt;br /&gt;
==== Camp and grab ====&lt;br /&gt;
After killing several aliens, most of the surviving aliens will panic.  If you wish to use camper tactics during a &amp;quot;Smash and Grab&amp;quot; mission, it is easy to approach one of these survivors, stun him, drag him up the lift and use a [[Medi-Kit]] to revive him (don&#039;t use a [[Terror Units|Terror Unit]], as they have in-built weapons).  You can then kill any remaining aliens you see and collect Elerium and whatever other goodies you wish.&lt;br /&gt;
&lt;br /&gt;
====Base Farming====&lt;br /&gt;
{{Main|Base Farming}}&lt;br /&gt;
{{:Base Farming}}&lt;br /&gt;
&lt;br /&gt;
=== Mind control ===&lt;br /&gt;
&lt;br /&gt;
Once you have a large number of psi-talented troops, it is easy to win all combats with ease:  Mind Control one alien, have it seek out others, then Mind Control any aliens it spots, and have them explore further.  Disarm them, then line them up for slaughter.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The Control Room is normally close (less than two screens away) to one of the access lifts where you start the mission.  Look at [[Alien_Base_Terrain]], and learn to recognise the outer shape of it within the game, so that you&#039;ll know what to look for.&lt;br /&gt;
*Somebody turned the lights out. Alien bases are dim, but your soldiers can still see pretty far without electroflares. &lt;br /&gt;
*Remember those [[Proximity Grenade]]s; you can&#039;t guard every intersection. (Unfortunately, a [[Chryssalid]] will almost unfailingly trip it, shrug it off, and run up to perform its zombifying ways on your troops.)&lt;br /&gt;
*The alien base will be staffed by the same race of aliens that ran the &amp;quot;alien base&amp;quot; or &amp;quot;alien infiltration&amp;quot; UFO mission that set the base up, and the aliens that run the &amp;quot;alien supply&amp;quot; missions to that base. See [[Alien Missions]] for more detail. They will have their associated terror units there.&lt;br /&gt;
*Alien bases populated with Snakemen deserve special caution.  The high mobility of the [[Chryssalid]] makes it especially dangerous here -- it can run around three corners and still have enough time to infect your troops.&lt;br /&gt;
*The Alien Base Commander and a couple leaders will usually -- but not always -- be hanging around the Control Center.  Expect some of them to have blaster launchers in the mid-to-late missions.&lt;br /&gt;
*Alien Engineers hang out around the Storage Loft sections.  Many of them will be armed with blasters as well.&lt;br /&gt;
*Don&#039;t linger long in the rooms beneath the access lifts, and stay spread out at all times.  There WILL be aliens with blaster bombs here, and they will be happy to use them on any clusters of your troops.&lt;br /&gt;
*If you are trying to capture a [[Commander]], be aware that before entering the inner door of the command center, if the commander and leaders are not killed or incapacitated before the end of the turn where the door is opened, they may fire their blaster launchers and kill themselves accidentally. Or, worse, they might fire their blaster launchers CORRECTLY, and kill off your entire squad. &lt;br /&gt;
*Also be aware that bases staffed by [[Muton]]s will never have a Commander; Mutons can only be Soldiers, Engineers, or Navigators. Just like the Battleship, you still have to contend with Engineers and Navigators armed with Blaster Launchers, though.&lt;br /&gt;
*Feel free to throw explosives around to open up the terrain, especially in those garden areas. It&#039;s your enemy&#039;s base, after all.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Alien Base Terrain]]&lt;br /&gt;
&lt;br /&gt;
{{Mission Types Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Base_Assault&amp;diff=75367</id>
		<title>Alien Base Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Base_Assault&amp;diff=75367"/>
		<updated>2017-01-28T10:53:33Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;&#039;&#039;None of you seem to understand.&#039;&#039;  &#039;&#039;&#039;&#039;&#039;I&#039;m&#039;&#039;&#039;&#039;&#039; &#039;&#039;not locked in here with&#039;&#039; &#039;&#039;&#039;&#039;&#039;you.&#039;&#039;&#039;&#039;&#039;  &#039;&#039;&#039;&#039;&#039;You&#039;re&#039;&#039;&#039;&#039;&#039; &#039;&#039;locked in here with&#039;&#039; &#039;&#039;&#039;&#039;&#039;me.&#039;&#039;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
—Rorschach, &#039;&#039;Watchmen.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The aliens can build a maximum of 26 bases around the globe: 1 for each zone that has a land mass (Alien Base Mission) and then 1 for each country (Infiltration Mission), with the exception of Siberia. There could potentially be less: Only fifty (50) Geoscape &amp;quot;tokens&amp;quot; (bases, waypoints, ships, etc) can exist on the globe at any given time, and because you have to share this space with pretty much everything that you can interact with on the Geoscape, a base can only be created if there are unused slots, at the time the mission is supposed to be completed.&lt;br /&gt;
&lt;br /&gt;
Note: UFO flight pattern investigation has found that the base is placed as soon as the battleship arrives in the atmosphere, so if it shows, the aliens have a base. &amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locating an alien base==&lt;br /&gt;
Alien bases do not show up on the Geoscape by default, they are hidden until you find them.  To locate one, an X-COM [[craft]] must patrol in its vicinity for a short time.  Also, X-COM agents may report a base location to you at the beginning of the month, but that shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
There are several clues that indicate the presence of an alien base:  &lt;br /&gt;
*A large UFO performing an Alien Base mission may indicate the creation of a base, or a preliminary scouting mission.  Several UFOS running alien base missions simultaneously indicate the construction of a base, and the base may be built even if you [[UFO Interception|interdict]] all of those UFOs.  See: [[Alien Missions]]&lt;br /&gt;
*An [[Alien Supply]] mission will always land directly on top of a base; patrol the location until you find it.  &lt;br /&gt;
*For each nation that the aliens enter a [[pact]] with, they will also build a base somewhere in that nation&#039;s region-- but not necessarily within that nation&#039;s borders.&lt;br /&gt;
*Check your graphs for UFO activity by region.  A spike of UFO activity in a given region probably indicates the construction of a base there.&lt;br /&gt;
*Alien bases are numbered by generation, not by detection. If you already have destroyed 3 alien bases before discovering &amp;quot;alien base 5&amp;quot; you should continue your search to find number 4.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
There are two ways of destroying a base:&lt;br /&gt;
&lt;br /&gt;
* Destroying the contents of the room on the second floor of the Command Center renders the base destroyed for all intents of a base assault.  Specifically, you must destroy all 16 sections of the 4 purple octagonal tables (normally these are UFO Navigations).  A single [[Blaster Bomb]] to the upper level will usually set off a chain reaction: if you hear 16 explosions in a row, you&#039;re all set. If you abort the mission after destroying the Command Center, the mission will end and the base will be destroyed. Be sure to move all your troops onto the green tiles in the &amp;quot;exit areas&amp;quot; on the upper level.  Any troops not on a green tile (including those on the red lift tiles in the exit rooms) will be counted as MIA.&lt;br /&gt;
It is often much easier to infiltrate the Command Center by shooting through its walls (and ceiling) than by entering it via its doors and access lift.  See [[Destroying Terrain#UFO walls]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Kill all the aliens. This method will of course give greater rewards, but is sometimes more difficult to achieve. Especially in the case of Chryssalids, Sectopods and Cyberdisks hiding in obscure distant closets, waiting to ambush your troops as you search for the last remaining stragglers.&lt;br /&gt;
&lt;br /&gt;
== Recoverable components ==&lt;br /&gt;
The components that can be recovered from an alien base varies, dependent on what modules are used in its layout (see [[Alien Base Terrain]]).  Most of the recovery value from an alien base assault will come from recovered alien armaments.  See [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Alien deployment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics* **&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders***&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders***&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;12-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Ethereals use Ethereal Leaders in place of Navigators, Medics, and Engineers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Snakemen use Snakeman Soldiers in place of Medics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Mutons use Muton Soldiers in place of Leaders and Commanders.&lt;br /&gt;
&lt;br /&gt;
==Smash and grab==&lt;br /&gt;
Alien bases can be a very quick and dirty (dangerous) way to get [[Elerium-115|Elerium]], using what we call the &amp;quot;smash and grab&amp;quot; mission. Raid them by seeking out the storage room with power units. Destroy the power units without using explosives, and pick up the purple Elerium canisters that were underneath.  Boogie back to the entry lift, and abort the mission. You get the Elerium and the base is not destroyed. This means you can raid as often as you dare. Consider grabbing a few pieces of alien equipment on your retreat to replenish any spent equipment during the raid, and perhaps if you are lucky enough to knock out a high ranking alien, drag it back to the entrance to have it abducted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Raiding the supply [[Supply ship]]s for a base rather then the base itself may be much more profitable. A base populated by docile aliens (floaters) in a convenient terrain (flat ice, flat desert) will have an easy to grab supply ships. The constant 150 - 900 elerium/month are well worth the 150 points penalty for letting the base exist.&lt;br /&gt;
&lt;br /&gt;
If you want to do repeated Smash And Grabs on the same base, you must not destroy the base Control Center, and you must leave at least one alien alive in the base. &lt;br /&gt;
&lt;br /&gt;
One tip is to knock out an alien, bring it somewhere safe where you can watch over it (such as the small storage rooms with the small grav-lift), then revive it with a [[Medi-Kit]]. Proceed to wipe out the rest of the aliens, but do not damage the command consoles in the command centre. As soon as the base is neutralized, initiate a recovery mission and gather as much equipment (and corpses, if you&#039;re really stretched for cash) in the green entrance pads before aborting the mission. Though this may seem time consuming, it does allow you to reap the rewards of a normal successful mission. &lt;br /&gt;
&lt;br /&gt;
The mission will be counted as a technical failure, but that&#039;s nothing to worry about, as the activity points, loot and experience will tell you otherwise.&lt;br /&gt;
&lt;br /&gt;
Many (or most?) alien bases will &#039;&#039;not&#039;&#039; have power units, or any Elerium.  Recent research has shown that attacking a base&#039;s [[Supply ship|Supply Ships]] is likely to be more profitable (and less dangerous) than attacking the base itself, and a more reliable source of Elerium.  See [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Camping===&lt;br /&gt;
Camping exploits two quirks of the game: aliens cannot fire conventional weapons up or down through lift tiles, and will fall prey to the &amp;quot;[[Known Bugs#Collectors Edition Blaster Bomb Bug|Vertical Waypoint Bug]]&amp;quot;.  When the aliens attempt to fire [[Blaster Bomb]]s up the lift shaft, this bug will cause the bomb to travel south, not up, keeping your troops safe on the upper level.  The vertical waypont bug only exists in the &amp;quot;Collector&#039;s Edition&amp;quot; (Windows) version of X-COM; the camping strategy cannot be safely used in any other version of the game.&lt;br /&gt;
&lt;br /&gt;
Note that when your starting point is in the far south of the map this is not entirely safe. The aliens have about 10-20 blaster bombs. Those are able to destroy even the earth terrain behind the base walls made of alien alloys. After two shots the alloys at the south wall of the lower level of the starting point are destroyed and the aliens begin to &amp;quot;dig&amp;quot; a new hallway. If this hallway reaches the edge of the map the blaster bombs following will fly off the map and then reappear on their next waypoint, which is located on the unit blocking the north west tile of the elevator. The result is obviously the death of almost all of your units in that area and the destruction of any items located there. If your other starting point is for some reason not suitable for camping (for example because no aliens are passing it or being located in the far south, too) abort the mission and try again.&lt;br /&gt;
&lt;br /&gt;
To use the camping strategy, have all your troops retreat to the upper level of the access lifts (the green-tiled rooms).  Position a soldier on each square of the lift on the upper level so aliens cannot use the lift to come up (this requires a minimum of eight [[soldiers]] or two [[HWP]]s).  The simplest thing to do is then wait until turn 20+, when all the aliens will exit their own encampments and mass on the lift squares below you.  You can then shoot them.  To reduce the chance of your troops accidentally shooting each other, have them only shoot at aliens located directly beneath them.&lt;br /&gt;
&lt;br /&gt;
Camping tactics can also be used on other lifts found within an alien base, with varying degrees of effectiveness.  Rooms which have only one entrance (including the control room) are best, as you do not have to guard your back.  However, these rooms are dangerous to approach and clear of aliens in the first place.&lt;br /&gt;
&lt;br /&gt;
Camping cannot be used in [[Sectoid]] or [[Ethereal]] bases unless your troops have extremely high [[Psionic Strength]] and are able to completely withstand [[Psionic]] attacks (especially [[Mind Control]]).&lt;br /&gt;
&lt;br /&gt;
==== Camp and scout ====&lt;br /&gt;
Instead of waiting, you can also choose to send a scout down the lift every turn.  Have the scout turn in place to survey the immediate area; if any aliens are spotted, you can send other troops down to shoot or grenade them.  Depending on how many [[TUs]] the alien(s) have left, your scout may get fired upon when descending the lift, or the other soldiers when firing upon the aliens.  Dropping a [[Smoke Grenade]] in the center of the lower lift room can reduce the number of aliens that can see your troops while they scout.&lt;br /&gt;
&lt;br /&gt;
If the coast is clear, you may wish to have soldiers retrieve nearby corpses or alien gear, so as to prevent them from being destroyed if a Blaster Bomb is set off in the room.  You may come under fire from aliens that were not initially visible, however, and it is easy to miscalculate how many TUs are needed to retrieve items and return to the upper room.&lt;br /&gt;
&lt;br /&gt;
==== Camp and grab ====&lt;br /&gt;
After killing several aliens, most of the surviving aliens will panic.  If you wish to use camper tactics during a &amp;quot;Smash and Grab&amp;quot; mission, it is easy to approach one of these survivors, stun him, drag him up the lift and use a [[Medi-Kit]] to revive him (don&#039;t use a [[Terror Units|Terror Unit]], as they have in-built weapons).  You can then kill any remaining aliens you see and collect Elerium and whatever other goodies you wish.&lt;br /&gt;
&lt;br /&gt;
====Base Farming====&lt;br /&gt;
{{Main|Base Farming}}&lt;br /&gt;
{{:Base Farming}}&lt;br /&gt;
&lt;br /&gt;
=== Mind control ===&lt;br /&gt;
&lt;br /&gt;
Once you have a large number of psi-talented troops, it is easy to win all combats with ease:  Mind Control one alien, have it seek out others, then Mind Control any aliens it spots, and have them explore further.  Disarm them, then line them up for slaughter.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Somebody turned the lights out. Alien bases are dim, but your soldiers can still see pretty far without electroflares. &lt;br /&gt;
*Remember those [[Proximity Grenade]]s; you can&#039;t guard every intersection. (Unfortunately, a [[Chryssalid]] will almost unfailingly trip it, shrug it off, and run up to perform its zombifying ways on your troops.)&lt;br /&gt;
*The alien base will be staffed by the same race of aliens that ran the &amp;quot;alien base&amp;quot; or &amp;quot;alien infiltration&amp;quot; UFO mission that set the base up, and the aliens that run the &amp;quot;alien supply&amp;quot; missions to that base. See [[Alien Missions]] for more detail. They will have their associated terror units there.&lt;br /&gt;
*Alien bases populated with Snakemen deserve special caution.  The high mobility of the [[Chryssalid]] makes it especially dangerous here -- it can run around three corners and still have enough time to infect your troops.&lt;br /&gt;
*The Alien Base Commander and a couple leaders will usually -- but not always -- be hanging around the Control Center.  Expect some of them to have blaster launchers in the mid-to-late missions.&lt;br /&gt;
*Alien Engineers hang out around the Storage Loft sections.  Many of them will be armed with blasters as well.&lt;br /&gt;
*Don&#039;t linger long in the rooms beneath the access lifts, and stay spread out at all times.  There WILL be aliens with blaster bombs here, and they will be happy to use them on any clusters of your troops.&lt;br /&gt;
*If you are trying to capture a [[Commander]], be aware that before entering the inner door of the command center, if the commander and leaders are not killed or incapacitated before the end of the turn where the door is opened, they may fire their blaster launchers and kill themselves accidentally. Or, worse, they might fire their blaster launchers CORRECTLY, and kill off your entire squad. &lt;br /&gt;
*Also be aware that bases staffed by [[Muton]]s will never have a Commander; Mutons can only be Soldiers, Engineers, or Navigators. Just like the Battleship, you still have to contend with Engineers and Navigators armed with Blaster Launchers, though.&lt;br /&gt;
*Feel free to throw explosives around to open up the terrain, especially in those garden areas. It&#039;s your enemy&#039;s base, after all.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Alien Base Terrain]]&lt;br /&gt;
&lt;br /&gt;
{{Mission Types Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Base_Assault&amp;diff=75366</id>
		<title>Alien Base Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Base_Assault&amp;diff=75366"/>
		<updated>2017-01-28T10:49:17Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;&#039;&#039;None of you seem to understand.  I&#039;m not locked in here with you.&#039;&#039;  &#039;&#039;&#039;&#039;&#039;You&#039;re locked in here with me.&#039;&#039;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
—Rorschach, &#039;&#039;Watchmen.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The aliens can build a maximum of 26 bases around the globe: 1 for each zone that has a land mass (Alien Base Mission) and then 1 for each country (Infiltration Mission), with the exception of Siberia. There could potentially be less: Only fifty (50) Geoscape &amp;quot;tokens&amp;quot; (bases, waypoints, ships, etc) can exist on the globe at any given time, and because you have to share this space with pretty much everything that you can interact with on the Geoscape, a base can only be created if there are unused slots, at the time the mission is supposed to be completed.&lt;br /&gt;
&lt;br /&gt;
Note: UFO flight pattern investigation has found that the base is placed as soon as the battleship arrives in the atmosphere, so if it shows, the aliens have a base. &amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locating an alien base==&lt;br /&gt;
Alien bases do not show up on the Geoscape by default, they are hidden until you find them.  To locate one, an X-COM [[craft]] must patrol in its vicinity for a short time.  Also, X-COM agents may report a base location to you at the beginning of the month, but that shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
There are several clues that indicate the presence of an alien base:  &lt;br /&gt;
*A large UFO performing an Alien Base mission may indicate the creation of a base, or a preliminary scouting mission.  Several UFOS running alien base missions simultaneously indicate the construction of a base, and the base may be built even if you [[UFO Interception|interdict]] all of those UFOs.  See: [[Alien Missions]]&lt;br /&gt;
*An [[Alien Supply]] mission will always land directly on top of a base; patrol the location until you find it.  &lt;br /&gt;
*For each nation that the aliens enter a [[pact]] with, they will also build a base somewhere in that nation&#039;s region-- but not necessarily within that nation&#039;s borders.&lt;br /&gt;
*Check your graphs for UFO activity by region.  A spike of UFO activity in a given region probably indicates the construction of a base there.&lt;br /&gt;
*Alien bases are numbered by generation, not by detection. If you already have destroyed 3 alien bases before discovering &amp;quot;alien base 5&amp;quot; you should continue your search to find number 4.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
There are two ways of destroying a base:&lt;br /&gt;
&lt;br /&gt;
* Destroying the contents of the room on the second floor of the Command Center renders the base destroyed for all intents of a base assault.  Specifically, you must destroy all 16 sections of the 4 purple octagonal tables (normally these are UFO Navigations).  A single [[Blaster Bomb]] to the upper level will usually set off a chain reaction: if you hear 16 explosions in a row, you&#039;re all set. If you abort the mission after destroying the Command Center, the mission will end and the base will be destroyed. Be sure to move all your troops onto the green tiles in the &amp;quot;exit areas&amp;quot; on the upper level.  Any troops not on a green tile (including those on the red lift tiles in the exit rooms) will be counted as MIA.&lt;br /&gt;
It is often much easier to infiltrate the Command Center by shooting through its walls (and ceiling) than by entering it via its doors and access lift.  See [[Destroying Terrain#UFO walls]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Kill all the aliens. This method will of course give greater rewards, but is sometimes more difficult to achieve. Especially in the case of Chryssalids, Sectopods and Cyberdisks hiding in obscure distant closets, waiting to ambush your troops as you search for the last remaining stragglers.&lt;br /&gt;
&lt;br /&gt;
== Recoverable components ==&lt;br /&gt;
The components that can be recovered from an alien base varies, dependent on what modules are used in its layout (see [[Alien Base Terrain]]).  Most of the recovery value from an alien base assault will come from recovered alien armaments.  See [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Alien deployment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics* **&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders***&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders***&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;12-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Ethereals use Ethereal Leaders in place of Navigators, Medics, and Engineers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Snakemen use Snakeman Soldiers in place of Medics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Mutons use Muton Soldiers in place of Leaders and Commanders.&lt;br /&gt;
&lt;br /&gt;
==Smash and grab==&lt;br /&gt;
Alien bases can be a very quick and dirty (dangerous) way to get [[Elerium-115|Elerium]], using what we call the &amp;quot;smash and grab&amp;quot; mission. Raid them by seeking out the storage room with power units. Destroy the power units without using explosives, and pick up the purple Elerium canisters that were underneath.  Boogie back to the entry lift, and abort the mission. You get the Elerium and the base is not destroyed. This means you can raid as often as you dare. Consider grabbing a few pieces of alien equipment on your retreat to replenish any spent equipment during the raid, and perhaps if you are lucky enough to knock out a high ranking alien, drag it back to the entrance to have it abducted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Raiding the supply [[Supply ship]]s for a base rather then the base itself may be much more profitable. A base populated by docile aliens (floaters) in a convenient terrain (flat ice, flat desert) will have an easy to grab supply ships. The constant 150 - 900 elerium/month are well worth the 150 points penalty for letting the base exist.&lt;br /&gt;
&lt;br /&gt;
If you want to do repeated Smash And Grabs on the same base, you must not destroy the base Control Center, and you must leave at least one alien alive in the base. &lt;br /&gt;
&lt;br /&gt;
One tip is to knock out an alien, bring it somewhere safe where you can watch over it (such as the small storage rooms with the small grav-lift), then revive it with a [[Medi-Kit]]. Proceed to wipe out the rest of the aliens, but do not damage the command consoles in the command centre. As soon as the base is neutralized, initiate a recovery mission and gather as much equipment (and corpses, if you&#039;re really stretched for cash) in the green entrance pads before aborting the mission. Though this may seem time consuming, it does allow you to reap the rewards of a normal successful mission. &lt;br /&gt;
&lt;br /&gt;
The mission will be counted as a technical failure, but that&#039;s nothing to worry about, as the activity points, loot and experience will tell you otherwise.&lt;br /&gt;
&lt;br /&gt;
Many (or most?) alien bases will &#039;&#039;not&#039;&#039; have power units, or any Elerium.  Recent research has shown that attacking a base&#039;s [[Supply ship|Supply Ships]] is likely to be more profitable (and less dangerous) than attacking the base itself, and a more reliable source of Elerium.  See [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Camping===&lt;br /&gt;
Camping exploits two quirks of the game: aliens cannot fire conventional weapons up or down through lift tiles, and will fall prey to the &amp;quot;[[Known Bugs#Collectors Edition Blaster Bomb Bug|Vertical Waypoint Bug]]&amp;quot;.  When the aliens attempt to fire [[Blaster Bomb]]s up the lift shaft, this bug will cause the bomb to travel south, not up, keeping your troops safe on the upper level.  The vertical waypont bug only exists in the &amp;quot;Collector&#039;s Edition&amp;quot; (Windows) version of X-COM; the camping strategy cannot be safely used in any other version of the game.&lt;br /&gt;
&lt;br /&gt;
Note that when your starting point is in the far south of the map this is not entirely safe. The aliens have about 10-20 blaster bombs. Those are able to destroy even the earth terrain behind the base walls made of alien alloys. After two shots the alloys at the south wall of the lower level of the starting point are destroyed and the aliens begin to &amp;quot;dig&amp;quot; a new hallway. If this hallway reaches the edge of the map the blaster bombs following will fly off the map and then reappear on their next waypoint, which is located on the unit blocking the north west tile of the elevator. The result is obviously the death of almost all of your units in that area and the destruction of any items located there. If your other starting point is for some reason not suitable for camping (for example because no aliens are passing it or being located in the far south, too) abort the mission and try again.&lt;br /&gt;
&lt;br /&gt;
To use the camping strategy, have all your troops retreat to the upper level of the access lifts (the green-tiled rooms).  Position a soldier on each square of the lift on the upper level so aliens cannot use the lift to come up (this requires a minimum of eight [[soldiers]] or two [[HWP]]s).  The simplest thing to do is then wait until turn 20+, when all the aliens will exit their own encampments and mass on the lift squares below you.  You can then shoot them.  To reduce the chance of your troops accidentally shooting each other, have them only shoot at aliens located directly beneath them.&lt;br /&gt;
&lt;br /&gt;
Camping tactics can also be used on other lifts found within an alien base, with varying degrees of effectiveness.  Rooms which have only one entrance (including the control room) are best, as you do not have to guard your back.  However, these rooms are dangerous to approach and clear of aliens in the first place.&lt;br /&gt;
&lt;br /&gt;
Camping cannot be used in [[Sectoid]] or [[Ethereal]] bases unless your troops have extremely high [[Psionic Strength]] and are able to completely withstand [[Psionic]] attacks (especially [[Mind Control]]).&lt;br /&gt;
&lt;br /&gt;
==== Camp and scout ====&lt;br /&gt;
Instead of waiting, you can also choose to send a scout down the lift every turn.  Have the scout turn in place to survey the immediate area; if any aliens are spotted, you can send other troops down to shoot or grenade them.  Depending on how many [[TUs]] the alien(s) have left, your scout may get fired upon when descending the lift, or the other soldiers when firing upon the aliens.  Dropping a [[Smoke Grenade]] in the center of the lower lift room can reduce the number of aliens that can see your troops while they scout.&lt;br /&gt;
&lt;br /&gt;
If the coast is clear, you may wish to have soldiers retrieve nearby corpses or alien gear, so as to prevent them from being destroyed if a Blaster Bomb is set off in the room.  You may come under fire from aliens that were not initially visible, however, and it is easy to miscalculate how many TUs are needed to retrieve items and return to the upper room.&lt;br /&gt;
&lt;br /&gt;
==== Camp and grab ====&lt;br /&gt;
After killing several aliens, most of the surviving aliens will panic.  If you wish to use camper tactics during a &amp;quot;Smash and Grab&amp;quot; mission, it is easy to approach one of these survivors, stun him, drag him up the lift and use a [[Medi-Kit]] to revive him (don&#039;t use a [[Terror Units|Terror Unit]], as they have in-built weapons).  You can then kill any remaining aliens you see and collect Elerium and whatever other goodies you wish.&lt;br /&gt;
&lt;br /&gt;
====Base Farming====&lt;br /&gt;
{{Main|Base Farming}}&lt;br /&gt;
{{:Base Farming}}&lt;br /&gt;
&lt;br /&gt;
=== Mind control ===&lt;br /&gt;
&lt;br /&gt;
Once you have a large number of psi-talented troops, it is easy to win all combats with ease:  Mind Control one alien, have it seek out others, then Mind Control any aliens it spots, and have them explore further.  Disarm them, then line them up for slaughter.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Somebody turned the lights out. Alien bases are dim, but your soldiers can still see pretty far without electroflares. &lt;br /&gt;
*Remember those [[Proximity Grenade]]s; you can&#039;t guard every intersection. (Unfortunately, a [[Chryssalid]] will almost unfailingly trip it, shrug it off, and run up to perform its zombifying ways on your troops.)&lt;br /&gt;
*The alien base will be staffed by the same race of aliens that ran the &amp;quot;alien base&amp;quot; or &amp;quot;alien infiltration&amp;quot; UFO mission that set the base up, and the aliens that run the &amp;quot;alien supply&amp;quot; missions to that base. See [[Alien Missions]] for more detail. They will have their associated terror units there.&lt;br /&gt;
*Alien bases populated with Snakemen deserve special caution.  The high mobility of the [[Chryssalid]] makes it especially dangerous here -- it can run around three corners and still have enough time to infect your troops.&lt;br /&gt;
*The Alien Base Commander and a couple leaders will usually -- but not always -- be hanging around the Control Center.  Expect some of them to have blaster launchers in the mid-to-late missions.&lt;br /&gt;
*Alien Engineers hang out around the Storage Loft sections.  Many of them will be armed with blasters as well.&lt;br /&gt;
*Don&#039;t linger long in the rooms beneath the access lifts, and stay spread out at all times.  There WILL be aliens with blaster bombs here, and they will be happy to use them on any clusters of your troops.&lt;br /&gt;
*If you are trying to capture a [[Commander]], be aware that before entering the inner door of the command center, if the commander and leaders are not killed or incapacitated before the end of the turn where the door is opened, they may fire their blaster launchers and kill themselves accidentally. Or, worse, they might fire their blaster launchers CORRECTLY, and kill off your entire squad. &lt;br /&gt;
*Also be aware that bases staffed by [[Muton]]s will never have a Commander; Mutons can only be Soldiers, Engineers, or Navigators. Just like the Battleship, you still have to contend with Engineers and Navigators armed with Blaster Launchers, though.&lt;br /&gt;
*Feel free to throw explosives around to open up the terrain, especially in those garden areas. It&#039;s your enemy&#039;s base, after all.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Alien Base Terrain]]&lt;br /&gt;
&lt;br /&gt;
{{Mission Types Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaper&amp;diff=74046</id>
		<title>Reaper</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaper&amp;diff=74046"/>
		<updated>2017-01-26T23:26:20Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:reaper.gif|right|Reaper]]&lt;br /&gt;
Reapers are an alien [[Terror Units|terror unit]] accompanying [[Floater]]s. As with all terror units, they can be encountered in [[Terror Mission]], [[Base Defence]]s, [[Alien Base Assault]], with a [[Terror ship|Terror Ship]] or [[Battleship]], and finally [[Cydonia]].&lt;br /&gt;
&lt;br /&gt;
The Reaper&#039;s only means of attack is its bite. This means that it can&#039;t attack unless it&#039;s standing right next to its target, so as long as you&#039;re more than 12 squares away, it can&#039;t hurt you. The Reaper&#039;s main defense is that it has the highest health (148HP) of any unit in the game.  &lt;br /&gt;
&lt;br /&gt;
A Reaper has, however, been observed chewing a Tank/Rocket Launcher into scrap metal, so don&#039;t be complacent about leaving your tanks next to it, thinking that the cute bipedal doggy can&#039;t do any harm to them.  Their TUs are also somewhat high, and their health means that they will normally need 3-4 hits to put down, unless you are using heavy plasma or incendiaries.  So while Floaters should be prioritised as targets ahead of them, Reapers should not be completely ignored.  They will happily eat anything they can get hold of.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   62-71&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;                148&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;                90-104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;             64-79&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;              90-97&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;               90&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;             N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;          35-40&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;                90-97&lt;br /&gt;
 &#039;&#039;&#039;Close Combat Accuracy:&#039;&#039;&#039; 80-92%&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   15&lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. The primitive predatory instincts of this creature are of little use except to terrorise and destroy. Reapers are commonly associated with [[Floater]]s.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:reaperautopsy.gif|right|Reaper - Autopsy]]&lt;br /&gt;
The Reaper contains two &#039;brains&#039; and two &#039;hearts&#039; which allow it to function even when heavily wounded. However its furry skin is highly flammable, making the creature vulnerable to incendiary weapons.&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Reaper:&lt;br /&gt;
* The Reaper&#039;s bite does 1.2x damage to unarmoured soldiers and [[civilian]]s.&lt;br /&gt;
* It does 0.9x damage to tanks and hovertanks.&lt;br /&gt;
* It takes 1.7x damage from incendiary weapons.&lt;br /&gt;
* It&#039;s quite large, making for an easy target.&lt;br /&gt;
* Takes up 4 squares on the battlescape.&lt;br /&gt;
* Has very high strength.&lt;br /&gt;
* Quite low [[Psionic Strength]], making it easier to mind-control and/or panic.&lt;br /&gt;
* If next to its target, the Reaper can attack up to 4 or 5 times in one turn.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaper&amp;diff=74045</id>
		<title>Reaper</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaper&amp;diff=74045"/>
		<updated>2017-01-26T23:24:19Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:reaper.gif|right|Reaper]]&lt;br /&gt;
Reapers are an alien [[Terror Units|terror unit]] accompanying [[Floater]]s. As with all terror units, they can be encountered in [[Terror Mission]], [[Base Defence]]s, [[Alien Base Assault]], with a [[Terror ship|Terror Ship]] or [[Battleship]], and finally [[Cydonia]].&lt;br /&gt;
&lt;br /&gt;
The Reaper&#039;s only means of attack is its bite. This means that it can&#039;t attack unless it&#039;s standing right next to its target, so as long as you&#039;re more than 12 squares away, it can&#039;t hurt you. The Reaper&#039;s main defense is that it has the highest health (148HP) of any unit in the game.  &lt;br /&gt;
&lt;br /&gt;
A Reaper has, however, been observed chewing a Tank/Rocket Launcher into scrap metal, so don&#039;t be complacent about leaving your tanks next to it, thinking that the cute bipedal doggy can&#039;t do any harm to them.  Their TUs are also somewhat high, and their health means that they will normally need 3-4 hits to put down, unless you are using heavy plasma or incendiaries.  So while Floaters should be prioritised as targets ahead of them, Reapers should not be completely ignored.  They will happily eat as many civilians as they can get hold of.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   62-71&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;                148&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;                90-104&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;             64-79&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;              90-97&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;               90&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;             N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;          35-40&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;                90-97&lt;br /&gt;
 &#039;&#039;&#039;Close Combat Accuracy:&#039;&#039;&#039; 80-92%&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   15&lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. The primitive predatory instincts of this creature are of little use except to terrorise and destroy. Reapers are commonly associated with [[Floater]]s.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:reaperautopsy.gif|right|Reaper - Autopsy]]&lt;br /&gt;
The Reaper contains two &#039;brains&#039; and two &#039;hearts&#039; which allow it to function even when heavily wounded. However its furry skin is highly flammable, making the creature vulnerable to incendiary weapons.&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Reaper:&lt;br /&gt;
* The Reaper&#039;s bite does 1.2x damage to unarmoured soldiers and [[civilian]]s.&lt;br /&gt;
* It does 0.9x damage to tanks and hovertanks.&lt;br /&gt;
* It takes 1.7x damage from incendiary weapons.&lt;br /&gt;
* It&#039;s quite large, making for an easy target.&lt;br /&gt;
* Takes up 4 squares on the battlescape.&lt;br /&gt;
* Has very high strength.&lt;br /&gt;
* Quite low [[Psionic Strength]], making it easier to mind-control and/or panic.&lt;br /&gt;
* If next to its target, the Reaper can attack up to 4 or 5 times in one turn.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Recovery_Values&amp;diff=73729</id>
		<title>UFO Recovery Values</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Recovery_Values&amp;diff=73729"/>
		<updated>2017-01-23T03:41:38Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: /* UFO Recovery Value Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although [[Country Funding]] is thought of as the mainstay of X-COM&#039;s working budget, and [[manufacturing]] can be a great supplement to that, alien artefacts and UFO components recovered from [[UFO Ground Assault]]s are the greatest source of funds for commanders.&lt;br /&gt;
&lt;br /&gt;
The following tables list values for fully-intact ships.  If you attack ships while they are landed, you can recover most of the items listed below.&lt;br /&gt;
&lt;br /&gt;
UFOs which have been shot down will usually have several destroyed components, especially [[UFO Power Source]]s and the [[Elerium-115]] contained within them. That&#039;s half a mil down the drain, for each lost Power Source &amp;amp; Elerium.&lt;br /&gt;
&lt;br /&gt;
The best way to ensure a UFO is intact in order to maximize loot is to let it land without shooting it down.&lt;br /&gt;
&lt;br /&gt;
Artefacts and UFO components can also be destroyed during the course of a mission, particularly by [[Explosions]] -- so use HE munitions and grenades sparingly inside UFOs if you want maximum salvage value.&lt;br /&gt;
&lt;br /&gt;
== Alien Armaments ==&lt;br /&gt;
&lt;br /&gt;
Items which the aliens carry -- weapons, almost exclusively -- are identified as &amp;quot;Alien Artefacts&amp;quot; until you fully research them.  They can still be sold at full price once you get them back to base.&lt;br /&gt;
&lt;br /&gt;
In the first few months of the game, the aliens will be relatively lightly armed -- primarily [[Plasma Pistol]]s or [[Plasma Rifle|Rifles]], although sometimes they will carry [[Small Launcher]]s or [[Heavy Plasma]]s instead.  Within a few months, they will abandon pistols and rifles altogether in favor of Heavy Plasmas.  [[Blaster Launcher]]s can be found on [[Battleship]]s, [[Alien Base]]s, and [[Base Defence]] missions.&lt;br /&gt;
&lt;br /&gt;
Aliens on Small, Medium, or Large Scout ships will also sometimes carry a [[Mind Probe]], worth $304,000, the highest-priced alien artefact in the game.  Since the UFOs you encounter in the first few months will mostly be scout ships, the average value of alien artefacts (per alien) will remain relatively constant throughout the game.&lt;br /&gt;
&lt;br /&gt;
Here are items carried by aliens, and their [[Buying/Selling/Transferring#Manufacturable_Prices|value]]:&lt;br /&gt;
&lt;br /&gt;
                         &#039;&#039;&#039;Value&lt;br /&gt;
   Plasma Pistol        $84,000 &lt;br /&gt;
     Clip                $4,440 &lt;br /&gt;
 &lt;br /&gt;
   Plasma Rifle        $126,500 &lt;br /&gt;
     Clip                $6,290 &lt;br /&gt;
 &lt;br /&gt;
   Heavy Plasma        $171,600 &lt;br /&gt;
     Clip                $9,590 &lt;br /&gt;
 &lt;br /&gt;
   Blaster Launcher    $144,000 &lt;br /&gt;
     Blaster Bomb       $17,028&lt;br /&gt;
 &lt;br /&gt;
   Small Launcher      $120,000&lt;br /&gt;
     Stun Bomb          $15,200&lt;br /&gt;
 &lt;br /&gt;
   Alien Grenade        $14,850&lt;br /&gt;
 &lt;br /&gt;
   Mind Probe          $304,000&lt;br /&gt;
&lt;br /&gt;
Here are item sets commonly found on aliens:&lt;br /&gt;
&lt;br /&gt;
                                                           &#039;&#039;&#039;Total Value&#039;&#039;&#039;&lt;br /&gt;
 Plasma Pistol + 2 Plasma Pistol Clips                       $92,880&lt;br /&gt;
 Plasma Rifle + 2 Plasma Rifle Clips + 1 Alien Grenade      $153,930&lt;br /&gt;
 Heavy Plasma + 2 Heavy Plasma Clips + 1 Alien Grenade      $205,630&lt;br /&gt;
 Small Launcher + 3 Stun Bombs                              $165,600&lt;br /&gt;
 Blaster Launcher + 4 Blaster Bombs                         $212,112&lt;br /&gt;
&lt;br /&gt;
You will only recover ammunition clips if they have not been used.  &lt;br /&gt;
Each time an alien fires a Heavy Plasma for the first time, its clip becomes unrecoverable, and $10k is lost. Bang goes an Alien Grenade? $15k up in smoke.  &lt;br /&gt;
&lt;br /&gt;
Every alien corpse you recover is worth $20,000.  Terror units have built-in weapons and will never carry artefacts, although their corpses are worth $20,000 as well.  Unconscious (i.e., live) aliens don&#039;t leave behind corpses and aren&#039;t worth any money, so don&#039;t stun everything in sight -- only stun what you need (see [[Research#Researching_aliens|Research]]).  Live aliens do produce a higher [[Scoring#Alien_Casualties|score]], but only if you don&#039;t currently have that alien species+rank in containment.&lt;br /&gt;
&lt;br /&gt;
== UFO Recovery Value Tables ==&lt;br /&gt;
&lt;br /&gt;
In the tables below, the average value of each alien&#039;s armament is assumed to be about $180,000.  The number of aliens found on each ship type varies; on higher difficulty settings, many more aliens will appear. In addition, on Terror Sites with Chryssalids the number of alien corpses could climb as high as 16 more if the max amount of civilians were turned to Zombies. This doesn&#039;t take into account X-COM soldiers which get turned either.&lt;br /&gt;
&lt;br /&gt;
The below tables list dollar values of each ship.  While this is the most easily quantifiable way of expressing a given ship&#039;s value, it can be misleading.  Elerium is sufficiently valuable that you should probably always go after it whenever you can, and any undamaged ship from the medium scout up will contain pre-built components which you can later use to build your own craft.  UFO salvage ideally should not be your main source of monetary income, because there are several items which you can [[manufacturing|manufacture]] for a good profit.  Instead, think of UFOs as providing Elerium, research items, and pre-made weapons and ship parts which you therefore don&#039;t need to spend the added time producing yourself.  Capturing enough alien Leaders and Commanders, for instance, will mean that you will probably never need to construct blaster launchers or bombs at all, because they all carry them.&lt;br /&gt;
&lt;br /&gt;
=== Small Scout ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: 1 (all difficulty levels; guaranteed to spawn carrying a Mind Probe)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $6,500&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $20,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $180,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Mind Probe]] || align=&amp;quot;right&amp;quot;| $304,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $304,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$510,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medium Scout ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: Beg./Exp.: 3 - 6&lt;br /&gt;
: Vet./Gen.: 4 - 7&lt;br /&gt;
: Super.: 6 - 9 &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 2 || align=&amp;quot;right&amp;quot;| $160,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 11 || align=&amp;quot;right&amp;quot;| $71,500&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 50 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 3 - 9 || align=&amp;quot;right&amp;quot;| $60,000 - $180,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 3 - 9 || align=&amp;quot;right&amp;quot;| $540,000 - $1,620,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$1,331,500 - $2,531,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Large Scout ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: Beg./Exp.: 3 - 10&lt;br /&gt;
: Vet./Gen.: 4 - 11&lt;br /&gt;
: Super.: 6 - 13&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 2 || align=&amp;quot;right&amp;quot;| $160,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 35 || align=&amp;quot;right&amp;quot;| $227,500&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 50 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 3 - 13 || align=&amp;quot;right&amp;quot;| $60,000 - $260,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 3 - 13 || align=&amp;quot;right&amp;quot;| $540,000 - $2,340,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$1,487,500 - $3,487,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Abductor ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: Beg./Exp.: 9 - 14&lt;br /&gt;
: Vet./Gen.: 11 - 16&lt;br /&gt;
: Super.: 13 - 18&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 2 || align=&amp;quot;right&amp;quot;| $500,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 5 || align=&amp;quot;right&amp;quot;| $400,000&lt;br /&gt;
|-&lt;br /&gt;
| Examination Room || align=&amp;quot;right&amp;quot;| $9,000 || align=&amp;quot;right&amp;quot;| 4 || align=&amp;quot;right&amp;quot;| $36,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 70 || align=&amp;quot;right&amp;quot;| $455,000&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 100 || align=&amp;quot;right&amp;quot;| $500,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 9 - 18 || align=&amp;quot;right&amp;quot;| $180,000 - $360,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 9 - 18 || align=&amp;quot;right&amp;quot;| $1,620,000 - $3,240,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$3,691,000 - $5,491,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Harvester ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: Beg./Exp.: 10 - 15&lt;br /&gt;
: Vet./Gen.: 12 - 17&lt;br /&gt;
: Super.: 16 - 21&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 2 || align=&amp;quot;right&amp;quot;| $500,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 10 || align=&amp;quot;right&amp;quot;| $800,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Food || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 14 || align=&amp;quot;right&amp;quot;| $70,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surgery || align=&amp;quot;right&amp;quot;| $38,000 || align=&amp;quot;right&amp;quot;| 8 || align=&amp;quot;right&amp;quot;| $304,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 97 || align=&amp;quot;right&amp;quot;| $630,500&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 100 || align=&amp;quot;right&amp;quot;| $500,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 10 - 21 || align=&amp;quot;right&amp;quot;| $200,000 - $420,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 10 - 21 || align=&amp;quot;right&amp;quot;| $1,800,000 - $3,780,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$4,804,500 - $7,004,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Supply Ship ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: Beg./Exp.: 9 - 15&lt;br /&gt;
: Vet./Gen.: 10 - 16&lt;br /&gt;
: Super.: 14 - 20&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 3 || align=&amp;quot;right&amp;quot;| $750,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 4 || align=&amp;quot;right&amp;quot;| $320,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Food || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 20 || align=&amp;quot;right&amp;quot;| $100,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surgery || align=&amp;quot;right&amp;quot;| $38,000 || align=&amp;quot;right&amp;quot;| 2 || align=&amp;quot;right&amp;quot;| $76,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 141 || align=&amp;quot;right&amp;quot;| $916,500&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 150 || align=&amp;quot;right&amp;quot;| $750,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 9 - 20 || align=&amp;quot;right&amp;quot;| $180,000 - $400,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 9 - 20 || align=&amp;quot;right&amp;quot;| $1,620,000 - $3,600,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$4,712,000 - $6,912,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Terror Ship ===&lt;br /&gt;
&lt;br /&gt;
; Total Armed Aliens:&lt;br /&gt;
: Beg./Exp.: 8 - 10&lt;br /&gt;
: Vet./Gen.: 9 - 11&lt;br /&gt;
: Super.: 12 - 14&lt;br /&gt;
&lt;br /&gt;
; Total Terrorists:&lt;br /&gt;
: Beg./Exp.: 2 - 6&lt;br /&gt;
: Vet./Gen.: 4 - 8&lt;br /&gt;
: Super.: 6 - 10&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 4 || align=&amp;quot;right&amp;quot;| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 8 || align=&amp;quot;right&amp;quot;| $640,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Entertainment || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 8 || align=&amp;quot;right&amp;quot;| $160,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 92 || align=&amp;quot;right&amp;quot;| $598,000&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 200 || align=&amp;quot;right&amp;quot;| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 10 - 24 || align=&amp;quot;right&amp;quot;| $200,000 - $480,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 8 - 14 || align=&amp;quot;right&amp;quot;| $1,440,000 - $2,520,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$5,038,000 - $6,398,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Battleship ===&lt;br /&gt;
&lt;br /&gt;
; Total Armed Aliens:&lt;br /&gt;
: Beg./Exp.: 9 - 13&lt;br /&gt;
: Vet./Gen.: 12 - 16&lt;br /&gt;
: Super.: 18 - 22&lt;br /&gt;
&lt;br /&gt;
; Total Terrorists:&lt;br /&gt;
: Beg./Exp.: 0 - 2&lt;br /&gt;
: Vet./Gen.: 2 - 4&lt;br /&gt;
: Super.: 4 - 6&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 4 || align=&amp;quot;right&amp;quot;| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 4 || align=&amp;quot;right&amp;quot;| $320,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Entertainment || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 24 || align=&amp;quot;right&amp;quot;| $480,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 231 || align=&amp;quot;right&amp;quot;| $1,501,500&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 200 || align=&amp;quot;right&amp;quot;| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 9 - 28 || align=&amp;quot;right&amp;quot;| $180,000 - $560,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 9 - 22 || align=&amp;quot;right&amp;quot;| $1,620,000 - $3,960,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$6,101,500 - $8,821,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terror Missions ==&lt;br /&gt;
&lt;br /&gt;
When a [[Terror Mission]] has begun, there is no ship to recover: the Terror Ship will disgorge its aliens upon some hapless city and take straight off into space.  &lt;br /&gt;
Alien corpses and their armament can still be recovered. &lt;br /&gt;
&lt;br /&gt;
It is presumed that the same number (and type) of aliens present on a [[Terror ship|Terror Ship]] will appear during a terror mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Total Armed Aliens:&lt;br /&gt;
: Beg./Exp.: 8 - 10&lt;br /&gt;
: Vet./Gen.: 9 - 11&lt;br /&gt;
: Super.: 12 - 14&lt;br /&gt;
&lt;br /&gt;
; Total Terrorists:&lt;br /&gt;
: Beg./Exp.: 2 - 6&lt;br /&gt;
: Vet./Gen.: 4 - 8&lt;br /&gt;
: Super.: 6 - 10&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 10 - 24 || align=&amp;quot;right&amp;quot;| $200,000 - $480,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 8 - 14 || align=&amp;quot;right&amp;quot;| $1,440,000 - $2,520,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$1,640,000 - $3,000,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X-COM Base Defence ==&lt;br /&gt;
&lt;br /&gt;
As with Terror Missions, there is no ship to recover during a [[Base Defence]] mission: only corpses and armament can be recovered.&lt;br /&gt;
&lt;br /&gt;
It is presumed that the same number (and type) of aliens present on a [[Battleship]] will appear during a base invasion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Total Armed Aliens:&lt;br /&gt;
: Beg./Exp.: 9 - 13&lt;br /&gt;
: Vet./Gen.: 12 - 16&lt;br /&gt;
: Super.: 18 - 22&lt;br /&gt;
&lt;br /&gt;
; Total Terrorists:&lt;br /&gt;
: Beg./Exp.: 0 - 2&lt;br /&gt;
: Vet./Gen.: 2 - 4&lt;br /&gt;
: Super.: 4 - 6&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 9 - 28 || align=&amp;quot;right&amp;quot;| $180,000 - $560,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 9 - 22 || align=&amp;quot;right&amp;quot;| $1,620,000 - $3,960,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$1,800,000 - $4,520,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On DOS versions, a [[Known_Bugs#Base_Defense_Elerium_bug|known bug]] may occur, which can multiply Elerium in stores up to 50 times in the base.  &lt;br /&gt;
This is a completely unintentional glitch and Elerium will not spawn during base defence on any game version past 1.2.&lt;br /&gt;
&lt;br /&gt;
== Alien Base Assaults ==&lt;br /&gt;
&lt;br /&gt;
The loot available from alien bases is quite variable.  Each base is randomly assembled from several standard modules (see [[Alien Base Terrain]]), which contain [[Alien Entertainment]], [[Alien Alloys]], and sometimes [[UFO Power Source]]s (and [[Elerium-115]]).&lt;br /&gt;
&lt;br /&gt;
In eight trials, the number of Alien Entertainments recovered from different bases ranged from 26 to 95, and averaged 55; Alloys ranged from 42 to 50, averaging 45; and Power Sources were only seen in two bases -- one with two Power Sources (and 50 Elerium), the other with four Power Sources (and 150 Elerium).  The largest share of recovered value from an alien base is likely to be from alien armaments.&lt;br /&gt;
&lt;br /&gt;
Based on the following figures, it seems that &amp;quot;[[Alien Base Assault#Smash And Grab|milking]]&amp;quot; an alien base is less profitable overall (and probably more dangerous) than just waylaying its [[Supply ship|Supply Ship]]s. Especially considering the propensity of the aliens to blow up all the loot under the grav lift with a stray blaster bomb. Attacking but not destroying alien bases may still have some use for [[Experience Training]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Total Armed Aliens:&lt;br /&gt;
: Beg./Exp.: 11 - 15&lt;br /&gt;
: Vet./Gen.: 13 - 17&lt;br /&gt;
: Super.: 17 - 21&lt;br /&gt;
&lt;br /&gt;
; Total Terrorists:&lt;br /&gt;
: Beg./Exp.: 1 - 3&lt;br /&gt;
: Vet./Gen.: 3 - 5&lt;br /&gt;
: Super.: 5 - 7&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| Alien Entertainment (average) || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 55 || align=&amp;quot;right&amp;quot;| $1,100,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys (average) || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 45 || align=&amp;quot;right&amp;quot;| $292,500&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 12 - 28 || align=&amp;quot;right&amp;quot;| $240,000 - $560,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 11 - 21 || align=&amp;quot;right&amp;quot;| $1,980,000 - $3,780,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$3,612,500 - $5,732,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Also, if any:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source (per) || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 (per) || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 50 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Category: UFOs (EU)]]&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid&amp;diff=73359</id>
		<title>Sectoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid&amp;diff=73359"/>
		<updated>2017-01-21T21:59:49Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: Reverted my edits due to bad advice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
{{BureauVersion}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other languages: [[섹토이드|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Sectoid}}[[Image:sectoid.png|right|Sectoid]]&lt;br /&gt;
The Sectoid hierarchy ranges from soldiers to leaders with powerful [[Psionics|psionic abilities]]. These psionic powers can be used to demoralise soldiers in combat, or even take control of their minds.&lt;br /&gt;
&lt;br /&gt;
They tend to indulge in human abductions and cattle mutilation. The abduction is used to extract genetic material for cross breeding and developing clones for infiltrating human society. The cattle provide both nutrition and genetic material.&lt;br /&gt;
&lt;br /&gt;
This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
Sectoids look like the stereotypical alien abductor - skinny, grey and with big black eyes. &lt;br /&gt;
&lt;br /&gt;
Sectoids are usually the first alien species a Commander will come across. They are lightly armoured and will usually go down after taking one or two direct hits with standard Earth pistols and rifles.&lt;br /&gt;
&lt;br /&gt;
Though weak, high ranking sectoids such as the Leaders and Commanders have the ability to use [[psionics]] to mentally attack and disrupt the activities of [[X-COM]] squads. Just one Sectoid with psi powers can be a deadly threat to even the toughest of squads if there are any weak links in their mental defences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This race is often involved in [[Terror Mission|terror attacks]] and is supported in these endeavours by the [[Cyberdisc]].&lt;br /&gt;
&lt;br /&gt;
Capturing a Leader or Commander Sectoid will allow R&amp;amp;D to further their research into the field of [[psionics]]. An [[Ethereal]] of any rank will also allow this. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Sectoid Autopsy}}[[Image:sectoidautopsy.png|right|Sectoid Autopsy]]&lt;br /&gt;
The autopsy reveals vestigial digestive organs and a simple structure. The brain and eyes are very well developed. The structure suggests genetic alteration or mutation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The small mouth and nose appear to have little function. The webbing between the fingers and the flat feet suggest aquatic origins.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are no reproductive organs and no clues as to how this species can reproduce. They are most probably a genetically engineered species.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Wrapper Open | title = Sectoid }}&lt;br /&gt;
&lt;br /&gt;
{| border = 0&lt;br /&gt;
|- valign = &amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Box |=&lt;br /&gt;
| time_units = 54-62&lt;br /&gt;
| health =  30&lt;br /&gt;
| energy = 90-104&lt;br /&gt;
| reactions = 63-78&lt;br /&gt;
| strength =30-32&lt;br /&gt;
| bravery =  80&lt;br /&gt;
| firing_accuracy = 26-64&lt;br /&gt;
| throwing_accuracy = 58&lt;br /&gt;
| close_combat_accuracy = 76&lt;br /&gt;
| psi_skill = 40-58&lt;br /&gt;
| psi_strength = 50-69&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Box 2|=&lt;br /&gt;
| armour_front = 2-4&lt;br /&gt;
| armour_sides = 1-3&lt;br /&gt;
| armour_rear = 1-2&lt;br /&gt;
| armour_under = 1-2&lt;br /&gt;
| energy_recovery = 30&lt;br /&gt;
| victory_points = 10-25&lt;br /&gt;
| aggression = 0-2&lt;br /&gt;
| intelligence = 3-8&lt;br /&gt;
| height_standing = 16&lt;br /&gt;
| height_kneeling = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
|- {{StdDescTable Heading}}&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot;|Valid Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Soldier&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Navigator&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Medic&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Leader&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terrorist&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
|- {{StdDescTable Heading}}&lt;br /&gt;
! colspan =&amp;quot;8&amp;quot;|Damage &lt;br /&gt;
|- {{StdTable Sub Heading}} &lt;br /&gt;
|AP&lt;br /&gt;
|In&lt;br /&gt;
|HE&lt;br /&gt;
|Laser&lt;br /&gt;
|Plasma&lt;br /&gt;
|Stun&lt;br /&gt;
|Melee&lt;br /&gt;
|Acid Spit&lt;br /&gt;
|- align = &amp;quot;center&amp;quot;&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|120%&lt;br /&gt;
|160%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Appearance Box &lt;br /&gt;
|50.00%&lt;br /&gt;
|50.00%&lt;br /&gt;
|26.66..%&lt;br /&gt;
|15.00%&lt;br /&gt;
|26.66..%}}&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Wrapper Close}}&lt;br /&gt;
&lt;br /&gt;
==Other references==&lt;br /&gt;
* Sectoids firstly appeared on [[Laser Squad]], the predecessor to UFO Defense, on mission 5 &#039;Paradise Valley&#039;, where they are mentioned as &amp;quot;A sentient race known as the Sectoids tend to collect and store weaponry taken from humans unfortunate enough to meet them, and they have the ability to use these weapons as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=73160</id>
		<title>Heavy Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=73160"/>
		<updated>2017-01-20T19:38:09Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Heavy Cannon }}&lt;br /&gt;
The Heavy Cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armour piercing, incendiary and high explosive.&lt;br /&gt;
{{Ref Close | source = Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Heavy Cannon&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 18&lt;br /&gt;
| grip =Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS11.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 60&lt;br /&gt;
| acc_aim = 90&lt;br /&gt;
| fcost_auto = - &lt;br /&gt;
| fcost_snap = 33&lt;br /&gt;
| fcost_aim = 80&lt;br /&gt;
| saleprice = 4800&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|6400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = Armour Piercing&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS12.GIF|left|64 px]]&lt;br /&gt;
| damage = 56 Armour Piercing&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 225&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|300}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = High Explosive&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS13.GIF|left|64 px]]&lt;br /&gt;
| damage = 52 High Explosive&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 275 &lt;br /&gt;
| research = &lt;br /&gt;
| acquisition ={{Purchasing|500}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = Incendiary&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS14.GIF|left|64 px]]&lt;br /&gt;
| damage = 60 Incendiary&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 300&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
While the standard [[pistol]]s and [[rifle]]s can technically attack soft targets, veteran commanders quickly learn that survival requires maximum firepower. Enter the cannons - the Heavy Cannon and the [[Auto-Cannon]] - two highly versatile man-portable cannons with a selection of shells tipped with [[Weapons#Armour-Piercing|armour piercing]], [[Weapons#High Explosive|high explosive]] or [[Weapons#Incendiary|incendiary]] warheads. Commanders can adapt to different situations in the field by feeding a different ammunition clips into the cannon. &lt;br /&gt;
 &lt;br /&gt;
The Heavy Cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment is its 6 round magazine, which is quickly emptied in battle. While it lacks an automatic firing mode, it remains more powerful and much more accurate than its weaker yet louder cousin the Auto-Cannon. &lt;br /&gt;
&lt;br /&gt;
Do not be fooled by the reduced damage of HE ammo- most alien types have softer underside armor and large terror units suffer QUADRUPLE hits from explosives. This makes the Heavy Cannon a great weapon for pulping [[Reaper]]s, but [[Cyberdisc]]s remain a huge problem for both HE and AP rounds. The narrower damage range for explosives (50-150%) means that even the weakest rolls will maim early game aliens, crippling their ability to reaction fire. These perks make the Heavy Cannon a valuable weapon to survive the early months on Superhuman Difficulty. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-AP&#039;&#039;&#039; rounds are much more powerful than Pistol and Rifle rounds. However they are quickly made obsolete by the vastly improved quality of [[Laser_Pistol|Laser]] [[Laser_Rifle|Weapons]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-HE&#039;&#039;&#039; rounds allow the cannons to function as a glorified [[Grenade]] launcher, for when you need the power of a grenadier but don&#039;t have time to prime grenades. Consider using it when an agent is too weak to carry a [[Rocket Launcher]]. Take care when firing these near objects you want to recover as they will destroy any object on the ground.&lt;br /&gt;
&lt;br /&gt;
An unconventional but possibly effective tactic, is to prefer HC-HE ammunition for use against lower armoured races, (Sectoids, Floaters, Snakemen) rather than armour piercing rounds or beam weapons.  This is because high explosive rounds create a blast radius, which means that aliens can still be killed even when the soldier firing it does not score a direct hit.  They thus require less real firing accuracy to be effective.  You still only get six shots per clip, however, so for long missions, keep a laser rifle in your backpack for when you run out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-I&#039;&#039;&#039; rounds are generally useless for direct confrontations due to the unusual way the game handles [[Incendiary#Damage|Incendiary]] damage. They do however make for compact portable light sources and are useful for starting small fires. If given sufficient time and fuel for burning, aliens can be slowly roasted to death. Unconscious units and objects will not get damaged in fire. &lt;br /&gt;
&lt;br /&gt;
Heavy and Auto-Cannons become extremely safe to use on Personal Armor troops. As long as you don&#039;t get an underside hit from a point blank explosion, you will never suffer more than scratches when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations. &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Gas Cannon]].&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Aimed:  1 Shot, 20% Remaining TUs &lt;br /&gt;
* Snap: 3 Shots, 1% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Limitations of incendiary damage ==&lt;br /&gt;
The listed damage using [[incendiary]] rounds is misleading. Incendiary rounds do ~6.4 damage on a direct hit. The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames.&lt;br /&gt;
&lt;br /&gt;
Furthermore soldiers cannot gain any form of [[experience]] shooting any weapon loaded with [[incendiary]] rounds.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Carry a reload or two; you don&#039;t have many shots per clip.&lt;br /&gt;
* Try to kneel when firing.&lt;br /&gt;
* Aimed mode takes extremely long, but is probably the most effective use of ammunition.&lt;br /&gt;
* Try to keep your second hand free while using the Heavy Cannon.  The accuracy already sucks, so avoid [[Firing Accuracy#Influencing_Factors|the 20% penalty]].&lt;br /&gt;
* Until you have Laser Rifles available, there is no better weapon for selectively destroying hard cover than a Heavy Cannon with AP rounds.&lt;br /&gt;
*  On superhuman HE shells can OHKO Sectoids ~90% of the time, floaters 60%, and can typically 2-hit Snakemen. The Auto Cannon-HE sits at 75%, ~40%, and 3 hits respectively. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid&amp;diff=73100</id>
		<title>Sectoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid&amp;diff=73100"/>
		<updated>2017-01-19T12:49:53Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
{{BureauVersion}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other languages: [[섹토이드|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Sectoid}}[[Image:sectoid.png|right|Sectoid]]&lt;br /&gt;
The Sectoid hierarchy ranges from soldiers to leaders with powerful [[Psionics|psionic abilities]]. These psionic powers can be used to demoralise soldiers in combat, or even take control of their minds.&lt;br /&gt;
&lt;br /&gt;
They tend to indulge in human abductions and cattle mutilation. The abduction is used to extract genetic material for cross breeding and developing clones for infiltrating human society. The cattle provide both nutrition and genetic material.&lt;br /&gt;
&lt;br /&gt;
This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
Sectoids look like the stereotypical alien abductor - skinny, grey and with big black eyes. &lt;br /&gt;
&lt;br /&gt;
Sectoids are usually the first alien species a Commander will come across. They are lightly armoured and will usually go down after taking one or two direct hits with standard Earth pistols and rifles.&lt;br /&gt;
&lt;br /&gt;
This species is among the most deadly in the game, and should never be underestimated.  They are vicious, and make excellent use of cover.  Though weak, high ranking sectoids such as the Leaders and Commanders have the ability to use [[psionics]] to mentally attack and disrupt the activities of [[X-COM]] squads. Just one Sectoid with psi powers can be a deadly threat to even the toughest of squads if there are any weak links in their mental defences.  They should be engaged cautiously, but rapidly and with prejudice.  Feel free to throw whatever weapons you have at them; incendiaries, explosives, the lot.&lt;br /&gt;
&lt;br /&gt;
This race is often involved in [[Terror Mission|terror attacks]] and is supported in these endeavours by the [[Cyberdisc]].  In terror missions, it&#039;s easy to lose half a dozen soldiers before leaving the Skyranger, if both the Cyberdisc and psi capable Leader are immediately present. &lt;br /&gt;
&lt;br /&gt;
Capturing a Leader or Commander Sectoid will allow R&amp;amp;D to further their research into the field of [[psionics]]. An [[Ethereal]] of any rank will also allow this. &lt;br /&gt;
&lt;br /&gt;
Because of their high intelligence, (capacity to remember your troop locations) and covered sniping tendencies, Sectoids should ideally never be fought at night.  Explosives should be used to remove buildings which they can use as cover.  Use of rockets or explosives against a single Sectoid also should not necessarily be considered a waste, because although they have low health, they present a small target which can be difficult for rookies with non-explosive weapons to hit.  Use of rockets means that the Sectoid is likely to be killed within the blast radius, so a direct hit is not necessary. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Sectoid Autopsy}}[[Image:sectoidautopsy.png|right|Sectoid Autopsy]]&lt;br /&gt;
The autopsy reveals vestigial digestive organs and a simple structure. The brain and eyes are very well developed. The structure suggests genetic alteration or mutation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The small mouth and nose appear to have little function. The webbing between the fingers and the flat feet suggest aquatic origins.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are no reproductive organs and no clues as to how this species can reproduce. They are most probably a genetically engineered species.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Wrapper Open | title = Sectoid }}&lt;br /&gt;
&lt;br /&gt;
{| border = 0&lt;br /&gt;
|- valign = &amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Box |=&lt;br /&gt;
| time_units = 54-62&lt;br /&gt;
| health =  30&lt;br /&gt;
| energy = 90-104&lt;br /&gt;
| reactions = 63-78&lt;br /&gt;
| strength =30-32&lt;br /&gt;
| bravery =  80&lt;br /&gt;
| firing_accuracy = 26-64&lt;br /&gt;
| throwing_accuracy = 58&lt;br /&gt;
| close_combat_accuracy = 76&lt;br /&gt;
| psi_skill = 40-58&lt;br /&gt;
| psi_strength = 50-69&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Box 2|=&lt;br /&gt;
| armour_front = 2-4&lt;br /&gt;
| armour_sides = 1-3&lt;br /&gt;
| armour_rear = 1-2&lt;br /&gt;
| armour_under = 1-2&lt;br /&gt;
| energy_recovery = 30&lt;br /&gt;
| victory_points = 10-25&lt;br /&gt;
| aggression = 0-2&lt;br /&gt;
| intelligence = 3-8&lt;br /&gt;
| height_standing = 16&lt;br /&gt;
| height_kneeling = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
|- {{StdDescTable Heading}}&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot;|Valid Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Soldier&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Navigator&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Medic&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Leader&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terrorist&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
|- {{StdDescTable Heading}}&lt;br /&gt;
! colspan =&amp;quot;8&amp;quot;|Damage &lt;br /&gt;
|- {{StdTable Sub Heading}} &lt;br /&gt;
|AP&lt;br /&gt;
|In&lt;br /&gt;
|HE&lt;br /&gt;
|Laser&lt;br /&gt;
|Plasma&lt;br /&gt;
|Stun&lt;br /&gt;
|Melee&lt;br /&gt;
|Acid Spit&lt;br /&gt;
|- align = &amp;quot;center&amp;quot;&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|120%&lt;br /&gt;
|160%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Appearance Box &lt;br /&gt;
|50.00%&lt;br /&gt;
|50.00%&lt;br /&gt;
|26.66..%&lt;br /&gt;
|15.00%&lt;br /&gt;
|26.66..%}}&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Wrapper Close}}&lt;br /&gt;
&lt;br /&gt;
==Other references==&lt;br /&gt;
* Sectoids firstly appeared on [[Laser Squad]], the predecessor to UFO Defense, on mission 5 &#039;Paradise Valley&#039;, where they are mentioned as &amp;quot;A sentient race known as the Sectoids tend to collect and store weaponry taken from humans unfortunate enough to meet them, and they have the ability to use these weapons as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid&amp;diff=73099</id>
		<title>Sectoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid&amp;diff=73099"/>
		<updated>2017-01-19T12:41:31Z</updated>

		<summary type="html">&lt;p&gt;Petrus4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
{{BureauVersion}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other languages: [[섹토이드|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Sectoid}}[[Image:sectoid.png|right|Sectoid]]&lt;br /&gt;
The Sectoid hierarchy ranges from soldiers to leaders with powerful [[Psionics|psionic abilities]]. These psionic powers can be used to demoralise soldiers in combat, or even take control of their minds.&lt;br /&gt;
&lt;br /&gt;
They tend to indulge in human abductions and cattle mutilation. The abduction is used to extract genetic material for cross breeding and developing clones for infiltrating human society. The cattle provide both nutrition and genetic material.&lt;br /&gt;
&lt;br /&gt;
This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
Sectoids look like the stereotypical alien abductor - skinny, grey and with big black eyes. &lt;br /&gt;
&lt;br /&gt;
Sectoids are usually the first alien species a Commander will come across. They are lightly armoured and will usually go down after taking one or two direct hits with standard Earth pistols and rifles.&lt;br /&gt;
&lt;br /&gt;
This species is among the most deadly in the game, and should never be underestimated.  They are vicious, and make excellent use of cover.  Though weak, high ranking sectoids such as the Leaders and Commanders have the ability to use [[psionics]] to mentally attack and disrupt the activities of [[X-COM]] squads. Just one Sectoid with psi powers can be a deadly threat to even the toughest of squads if there are any weak links in their mental defences.&lt;br /&gt;
&lt;br /&gt;
This race is often involved in [[Terror Mission|terror attacks]] and is supported in these endeavours by the [[Cyberdisc]].  In terror missions, it&#039;s easy to lose half a dozen soldiers before leaving the Skyranger, if both the Cyberdisc and psi capable Leader are immediately present. &lt;br /&gt;
&lt;br /&gt;
Capturing a Leader or Commander Sectoid will allow R&amp;amp;D to further their research into the field of [[psionics]]. An [[Ethereal]] of any rank will also allow this. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Sectoid Autopsy}}[[Image:sectoidautopsy.png|right|Sectoid Autopsy]]&lt;br /&gt;
The autopsy reveals vestigial digestive organs and a simple structure. The brain and eyes are very well developed. The structure suggests genetic alteration or mutation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The small mouth and nose appear to have little function. The webbing between the fingers and the flat feet suggest aquatic origins.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are no reproductive organs and no clues as to how this species can reproduce. They are most probably a genetically engineered species.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Wrapper Open | title = Sectoid }}&lt;br /&gt;
&lt;br /&gt;
{| border = 0&lt;br /&gt;
|- valign = &amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Box |=&lt;br /&gt;
| time_units = 54-62&lt;br /&gt;
| health =  30&lt;br /&gt;
| energy = 90-104&lt;br /&gt;
| reactions = 63-78&lt;br /&gt;
| strength =30-32&lt;br /&gt;
| bravery =  80&lt;br /&gt;
| firing_accuracy = 26-64&lt;br /&gt;
| throwing_accuracy = 58&lt;br /&gt;
| close_combat_accuracy = 76&lt;br /&gt;
| psi_skill = 40-58&lt;br /&gt;
| psi_strength = 50-69&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Box 2|=&lt;br /&gt;
| armour_front = 2-4&lt;br /&gt;
| armour_sides = 1-3&lt;br /&gt;
| armour_rear = 1-2&lt;br /&gt;
| armour_under = 1-2&lt;br /&gt;
| energy_recovery = 30&lt;br /&gt;
| victory_points = 10-25&lt;br /&gt;
| aggression = 0-2&lt;br /&gt;
| intelligence = 3-8&lt;br /&gt;
| height_standing = 16&lt;br /&gt;
| height_kneeling = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
|- {{StdDescTable Heading}}&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot;|Valid Ranks&lt;br /&gt;
|-&lt;br /&gt;
| Soldier&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Navigator&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Medic&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Engineer&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Leader&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terrorist&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
|- {{StdDescTable Heading}}&lt;br /&gt;
! colspan =&amp;quot;8&amp;quot;|Damage &lt;br /&gt;
|- {{StdTable Sub Heading}} &lt;br /&gt;
|AP&lt;br /&gt;
|In&lt;br /&gt;
|HE&lt;br /&gt;
|Laser&lt;br /&gt;
|Plasma&lt;br /&gt;
|Stun&lt;br /&gt;
|Melee&lt;br /&gt;
|Acid Spit&lt;br /&gt;
|- align = &amp;quot;center&amp;quot;&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|120%&lt;br /&gt;
|160%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Appearance Box &lt;br /&gt;
|50.00%&lt;br /&gt;
|50.00%&lt;br /&gt;
|26.66..%&lt;br /&gt;
|15.00%&lt;br /&gt;
|26.66..%}}&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Wrapper Close}}&lt;br /&gt;
&lt;br /&gt;
==Other references==&lt;br /&gt;
* Sectoids firstly appeared on [[Laser Squad]], the predecessor to UFO Defense, on mission 5 &#039;Paradise Valley&#039;, where they are mentioned as &amp;quot;A sentient race known as the Sectoids tend to collect and store weaponry taken from humans unfortunate enough to meet them, and they have the ability to use these weapons as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Petrus4</name></author>
	</entry>
</feed>