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	<updated>2026-05-01T04:30:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Panic_(EU2012)&amp;diff=64310</id>
		<title>Panic (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Panic_(EU2012)&amp;diff=64310"/>
		<updated>2015-05-02T23:18:53Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Panic Increase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Panic is the mechanic that will make you lose the game, once you have enough (8) countries reach high enough panic to leave the &lt;br /&gt;
[[XCOM (EU2012)|XCOM]] project; then the game is over. As the Commander, it&#039;s your task to keep this from happening. Each country has a panic value of 1 to 5, and a country has a high chance of leaving the project if its panic level is 5 at the end of a month. For specifics on how countries stop supporting XCOM see [[The Council (EU2012)#Defections|Defections]]. &lt;br /&gt;
&lt;br /&gt;
On the Easy and Normal [[Difficulty (EU2012)|difficulties]] all countries will start with a level 1 panic. On Classic difficulty, 50% of the Council countries will already be at a level 2 panic. On Impossible Difficulty, all 16 countries will have a level 2 panic. &lt;br /&gt;
&lt;br /&gt;
The panic level of a country will be reflected on the content of the [[News Items (EU2012)|news headlines]] displayed under the world map at the [[Situation Room (EU2012)|Situation Room]]. &lt;br /&gt;
&lt;br /&gt;
== Panic Increase ==&lt;br /&gt;
Panic will increase in countries as they are targeted by [[Aliens (EU2012)|alien]] attacks, and can also spread to other countries on that continent, depending on the difficulty level. &lt;br /&gt;
*Unstopped [[Alien Abductions (EU2012)|Abductions]] raise panic by 2 points in the country (3 on Impossible difficulty), and will further raise panic on the rest of the continent by 1 point;&lt;br /&gt;
*Failing a [[Alien Terror (EU2012)|Terror]] mission will cause the targeted country to leave the project immediately and will raise panic on the rest of the continent by 2 points;&lt;br /&gt;
*UFO missions will raise panic by 2 points if alien craft isn&#039;t intercepted, and by 1 point if it is intercepted but UFO isn&#039;t shot down;&lt;br /&gt;
*Most Council [[The Council (EU2012)#Council Missions|missions]] will raise panic if ignored or failed but a few missions will have no effect on panic;&lt;br /&gt;
**Panic will be applied only in the targeted country on the Easy, Normal and Classic difficulties. On Impossible level mission failure will also raise panic on neighbouring countries;&lt;br /&gt;
**There are 6 Council missions that don&#039;t raise any panic: the Industrial, Pier and Truckstop [[Asset Recovery (EU2012)|Asset Recovery]] missions, and the Pier Extraction (Sgt. Carlock), Boulevard Rescue (Anna Sing) and the Commercial Extraction (William Thorne) missions. &lt;br /&gt;
*[[Satellite (EU2012)|Satellites]] destroyed raise panic by 2 points in the country, and by 1 point on the rest of the continent;&lt;br /&gt;
*[[EXALT (EU2012)|EXALT]] Propaganda operations can also raise panic in the country where the cell is based;&lt;br /&gt;
** On Easy difficulty they will raise panic by 1 point, on Normal and Classic 2 points and on Impossible 3 points; &lt;br /&gt;
** On Impossible they will also raise panic on the rest of the continent by 1 point;&lt;br /&gt;
* Active EXALT cells also have a 50% chance of increasing panic by 1 point in the country where they are based, if unchecked alien activity occurs on that country;&lt;br /&gt;
* Wrongly accusing a country of harboring the EXALT base will cause it to immediately leave the XCOM project (if it is still in the Council) and it will also raise panic on the rest of the continent by 2 points;&lt;br /&gt;
* Failing to destroy the EXALT base during the raid mission will also cause the country to leave the Council or raise panic on the rest of the continent by 2 points.&lt;br /&gt;
&lt;br /&gt;
== Panic Decrease ==&lt;br /&gt;
Satellites are the primary way to lower panic; deploying a satellite over a country will immediately calm the population. &lt;br /&gt;
* Succeeding at a Terror mission will reduce the panic level the country and continent, with the value being dependent on the number of civilians saved. For more details see [[Alien Terror (EU2012)#Mission Results|Terror mission results]]. &lt;br /&gt;
* Most Council [[The Council (EU2012)#Council Missions|missions]] will reduce panic by 1 to 4 points, depending on the specific mission.&lt;br /&gt;
* Successful Abduction missions reduce panic on that country by 3 points;&lt;br /&gt;
*UFO shootdowns reduce panic on the country it occurs by 1 point;&lt;br /&gt;
*Successful UFO Assaults reduce panic on the country where they [[Crashed UFO (EU2012)|crashed]]/[[Landed UFO (EU2012)|landed]] by 1 point;&lt;br /&gt;
*Satellites deployed over a country reduce panic immediately on that country by 2 points. Over the next months the satellite will have a chance of further reducing panic depending on the country&#039;s panic level at the end of the month&lt;br /&gt;
**Countries with a Level 5 panic have 100% chance on Easy/Normal and 50% on Classic/Impossible;&lt;br /&gt;
**Countries with a Level 4 panic have 50% chance on Easy/Normal and 25% on Classic/Impossible;&lt;br /&gt;
**All other panic levels have a 25% chance on Easy/Normal and 10% on Classic/Impossible;&lt;br /&gt;
*Assaulting the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] reduces worldwide panic by 2 points (it reduces only 1 point on Classic and Impossible difficulties in the Enemy Within DLC).&lt;br /&gt;
* Eliminating EXALT cells through Covert Data Recovery or Covert Extraction missions reduce 1 point of panic in the country they take place.&lt;br /&gt;
* Assaulting the [[EXALT Base Raid (EU2012)|EXALT base]] will provoke a worldwide panic reduction of 1 point.&lt;br /&gt;
* Also on the Enemy Within DLC, if Canada has already left the Council when the [[Site Recon (EU2012)|Site Recon]] mission takes place, the panic reduction will be applied to either the USA or Mexico, chosen randomly.&lt;br /&gt;
&lt;br /&gt;
==Satellite Management==&lt;br /&gt;
* Overall, to have no countries leave your project your aim is to have, by the end of the month, no more countries in the &amp;quot;red&amp;quot; (full panic) zone than you have satellites, and launch those satellites to save those countries from defecting. This means you will not be getting the continent you want, but the continent that got more unlucky with panic levels.&lt;br /&gt;
* Your other goal is to cover full continents as soon as possible for both the continent bonus AND no further panic problems with this country. Having a country not covered in a partially covered continent leaves you very vulnerable, because you cannot manage panic in already covered countries (like you can with uncovered countries by launching satellite in those countries right before council report). Worst case scenario, when you barely saved a country from defecting (launched satellite into panicked country), you can only afford to have 1 abduction there until you have full panic again, plus 1 for each council mission that awards worldwide panic reduction. Therefore, there is a huge incentive to cover full continents.&lt;br /&gt;
* Getting all continents but one covered stops abduction missions from happening all together, and solves the panic problem for the rest of the game. Therefore, deploying satellites as fast as possible is the best way to control the panic. Consider deploying 1 satellite in the first month, 3 in the second month, at least 3 (if you can, 5) in the third month and cover all remaining countries except one in the next month. &lt;br /&gt;
* It is never a good idea to launch a satellite at any time except right before council report. That is, because abductions can happen even right before the Council report, and if you don&#039;t have spare satellites to fix panic after them, you will lose countries. Launch satellites right before the Council report, first fixing any countries in &amp;quot;Red&amp;quot;, and then according to your plan.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
*[[Hangar (EU2012)|Hangar]]&lt;br /&gt;
*[[The Council (EU2012)|Council]]&lt;br /&gt;
*[[News Items (EU2012)|News Items]] &lt;br /&gt;
&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Strategy Guide (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64206</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64206"/>
		<updated>2015-04-29T10:42:37Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Weapon Stats */ Tested in-game - Rocket Launcher: 18 tiles; Grenade: 10 tiles. It&amp;#039;s a factor of 1.5, which means those ranges (from game files) are not movement points...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed in the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistol (EU2012)|Pistol]] || 1-2 || 2-4 ||2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 10 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Pistol (EU2012)|Laser Pistol]] || 1-3 || 3-5 ||&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| 10 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Pistol (EU2012)|Plasma Pistol]] || 2-4 || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (EU2012)|Assault Rifle]]|| 2-4  || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Rifle (EU2012)|Laser Rifle]]|| 4-6 || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || &lt;br /&gt;
|-&lt;br /&gt;
|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039; || 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || Aim +10&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (EU2012)|Plasma Rifle]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (EU2012)|Shotgun]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 20 || Short || [[Assault (EU2012)|Assault]] || 40 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Scatter (EU2012)|Laser Scatter]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 20 || Short || [[Assault (EU2012)|Assault]] || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Alloy Cannon (EU2012)|Alloy Cannon]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 20 || Short || [[Assault (EU2012)|Assault]] || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[LMG (EU2012)|LMG]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 0 || Medium || [[Heavy (EU2012)|Heavy]] || 60 || |&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Laser (EU2012)|Heavy Laser]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 0 || Medium || [[Heavy (EU2012)|Heavy]] || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Plasma (EU2012)|Heavy Plasma]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 0 || Medium || [[Heavy (EU2012)|Heavy]] || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper Rifle (EU2012)|Sniper Rifle]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 25 || Long || [[Sniper (EU2012)|Sniper]] || 30 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 30 || Long || [[Sniper (EU2012)|Sniper]] || 125 || Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 35 || Long || [[Sniper (EU2012)|Sniper]] || 125 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100 (63 tiles), although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ S.H.I.V. Weapons&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Minigun|| 5-7  || 9-11 || &#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 10 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 80 ||&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Laser|| 7-9  || 12-14 || &#039;&#039;&#039;12&#039;&#039;&#039; or 13 || 15 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 125 || +15 Aim&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Plasma|| 9-11  || 15-17 || &#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 20 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 125 || +25 Aim&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Minigun (EU2012)|Minigun]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 60 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Railgun (EU2012)|Railgun]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Particle Cannon (EU2012)|Particle Cannon]]|| 9-11  || 15-17 ||&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Thrower (EU2012)|Arc Thrower]]|| 0 ||NA || 0 || Any || 0 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Drone Beam|| 1-3 || 3 or 4 || 0|| [[Drone (EU2012)|Drone]] || 2 || Repair&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Cannon|| 7-9 || 12 or 13 || 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 125 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom|| 7-9 ||NA|| 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Chest Cannon|| 9-11  ||15 or 16 || 0 ||[[Sectopod (EU2012)|Sectopod]]|| 801 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lance|| 10 ||NA|| 25 || [[Ethereal (EU2012)|Ethereal]] || 0 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (EU2012)|Rocket Launcher]]|| 6 || 27 || N/A || [[Heavy (EU2012)|Heavy]] || 500 || 336 || | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster Launcher (EU2012)|Blaster Launcher]]|| 9 || 100 || N/A || [[Heavy (EU2012)|Heavy]] || 500 || 336 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|Poison|| 1 || 27 || N/A ||[[Thin Man (EU2012)|Thin Man]]|| 0 || 175 || &lt;br /&gt;
|-&lt;br /&gt;
|Cluster Bomb|| 6 || 27 || 25 ||[[Sectopod (EU2012)|Sectopod]]|| 250 || 144 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 6 || 8 tiles || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || sets on fire || 60&amp;amp;deg; arc || Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 4 || 17 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 8 || 17 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 5 || 0 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 0 || 432 || Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Divide by 1.5 to get range in tiles.&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Throwables====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Throwables&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; |!! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (EU2012)|Frag Grenade]]|| 3  || 15 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || 17 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade|| 0 || 15 || 0 || [[Support (EU2012)|Support]] || 0 || 336 || Defense +20-40 or (+20 Will, +20 Aim, +10% Critical Chance)&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 0 || 27 || 0 || [[Sniper (EU2012)|Sniper]] || 0 || 225 || Grants temporal vision for remote areas&lt;br /&gt;
|-&lt;br /&gt;
|[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 3 || 15 || 0 || Any || 0 || 528 || Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 1 || 15 || 0 || Any || 0 || 240 || Damage applied per turn (for 1-3 turns), -20 Aim, -25% movement&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || Causes units in radius to become invisible&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || -50% aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|[[Mimic Beacon (EU2012)|Mimic Beacon]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 27 || 0 || Any || 0 || 2880 || Lures aliens to an area&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Divide by 1.5 to get range in tiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Claw|| 6  || 20 ||[[Chryssalid (EU2012)|Chryssalid]] || 1 || Implants an egg on kill&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Fist|| 8  || 0 ||[[Zombie (EU2012)|Zombie]]|| 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Muton Blade|| 9  || 33 ||[[Berserker (EU2012)|Berserker]]|| 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|Seeker tentacles  &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 2  || 0 ||[[Seeker (EU2012)|Seeker]]|| 1 || Strangles&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 12  || 0 || [[MEC Trooper (EU2012)|MEC Trooper]] || high || +4 mobility&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64205</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64205"/>
		<updated>2015-04-29T08:02:49Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Weapon Stats */ added class links, range stat for launchers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed in the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistol (EU2012)|Pistol]] || 1-2 || 2-4 ||2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 10 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Pistol (EU2012)|Laser Pistol]] || 1-3 || 3-5 ||&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| 10 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Pistol (EU2012)|Plasma Pistol]] || 2-4 || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (EU2012)|Assault Rifle]]|| 2-4  || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Rifle (EU2012)|Laser Rifle]]|| 4-6 || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || &lt;br /&gt;
|-&lt;br /&gt;
|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039; || 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || Aim +10&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (EU2012)|Plasma Rifle]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || [[Assault (EU2012)|Assault]]/[[Support (EU2012)|Support]]/Rookie || 125 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (EU2012)|Shotgun]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 20 || Short || [[Assault (EU2012)|Assault]] || 40 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Scatter (EU2012)|Laser Scatter]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 20 || Short || [[Assault (EU2012)|Assault]] || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Alloy Cannon (EU2012)|Alloy Cannon]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 20 || Short || [[Assault (EU2012)|Assault]] || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[LMG (EU2012)|LMG]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 0 || Medium || [[Heavy (EU2012)|Heavy]] || 60 || |&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Laser (EU2012)|Heavy Laser]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 0 || Medium || [[Heavy (EU2012)|Heavy]] || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Plasma (EU2012)|Heavy Plasma]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 0 || Medium || [[Heavy (EU2012)|Heavy]] || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper Rifle (EU2012)|Sniper Rifle]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 25 || Long || [[Sniper (EU2012)|Sniper]] || 30 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 30 || Long || [[Sniper (EU2012)|Sniper]] || 125 || Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 35 || Long || [[Sniper (EU2012)|Sniper]] || 125 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100 (63 tiles), although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ S.H.I.V. Weapons&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Minigun|| 5-7  || 9-11 || &#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 10 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 80 ||&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Laser|| 7-9  || 12-14 || &#039;&#039;&#039;12&#039;&#039;&#039; or 13 || 15 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 125 || +15 Aim&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Plasma|| 9-11  || 15-17 || &#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 20 || Medium || [[S.H.I.V. (EU2012)|S.H.I.V.]] || 125 || +25 Aim&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Minigun (EU2012)|Minigun]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 60 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Railgun (EU2012)|Railgun]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Particle Cannon (EU2012)|Particle Cannon]]|| 9-11  || 15-17 ||&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 10 || Medium || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Thrower (EU2012)|Arc Thrower]]|| 0 ||NA || 0 || Any || 0 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Drone Beam|| 1-3 || 3 or 4 || 0|| [[Drone (EU2012)|Drone]] || 2 || Repair&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Cannon|| 7-9 || 12 or 13 || 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 125 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom|| 7-9 ||NA|| 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Chest Cannon|| 9-11  ||15 or 16 || 0 ||[[Sectopod (EU2012)|Sectopod]]|| 801 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lance|| 10 ||NA|| 25 || [[Ethereal (EU2012)|Ethereal]] || 0 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (EU2012)|Rocket Launcher]]|| 6 || 27 || N/A || [[Heavy (EU2012)|Heavy]] || 500 || 336 || | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster Launcher (EU2012)|Blaster Launcher]]|| 9 || 100 || N/A || [[Heavy (EU2012)|Heavy]] || 500 || 336 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|Poison|| 1 || 27 || N/A ||[[Thin Man (EU2012)|Thin Man]]|| 0 || 175 || &lt;br /&gt;
|-&lt;br /&gt;
|Cluster Bomb|| 6 || 27 || 25 ||[[Sectopod (EU2012)|Sectopod]]|| 250 || 144 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 6 || 8 tiles || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || sets on fire || 60&amp;amp;deg; arc || Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 4 || 17 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 8 || 17 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 5 || 0 || N/A || [[MEC Trooper (EU2012)|MEC Trooper]] || 0 || 432 || Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Range expressed in [[Movement (EU2012)|movement]] points.&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Throwables====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Throwables&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; |!! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (EU2012)|Frag Grenade]]|| 3  || 15 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || 17 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade|| 0 || 15 || 0 || [[Support (EU2012)|Support]] || 0 || 336 || Defense +20-40 or (+20 Will, +20 Aim, +10% Critical Chance)&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 0 || 27 || 0 || [[Sniper (EU2012)|Sniper]] || 0 || 225 || Grants temporal vision for remote areas&lt;br /&gt;
|-&lt;br /&gt;
|[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 3 || 15 || 0 || Any || 0 || 528 || Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 1 || 15 || 0 || Any || 0 || 240 || Damage applied per turn (for 1-3 turns), -20 Aim, -25% movement&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || Causes units in radius to become invisible&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || -50% aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|[[Mimic Beacon (EU2012)|Mimic Beacon]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 27 || 0 || Any || 0 || 2880 || Lures aliens to an area&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Range expressed in [[Movement (EU2012)|movement]] points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Claw|| 6  || 20 ||[[Chryssalid (EU2012)|Chryssalid]] || 1 || Implants an egg on kill&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Fist|| 8  || 0 ||[[Zombie (EU2012)|Zombie]]|| 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Muton Blade|| 9  || 33 ||[[Berserker (EU2012)|Berserker]]|| 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|Seeker tentacles  &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 2  || 0 ||[[Seeker (EU2012)|Seeker]]|| 1 || Strangles&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 12  || 0 || [[MEC Trooper (EU2012)|MEC Trooper]] || high || +4 mobility&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64204</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64204"/>
		<updated>2015-04-29T07:13:59Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Weapon Stats */ smaller table footers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed in the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistol (EU2012)|Pistol]] || 1-2 || 2-4 ||2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 10 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Pistol (EU2012)|Laser Pistol]] || 1-3 || 3-5 ||&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| 10 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Pistol (EU2012)|Plasma Pistol]] || 2-4 || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (EU2012)|Assault Rifle]]|| 2-4  || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Rifle (EU2012)|Laser Rifle]]|| 4-6 || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || &lt;br /&gt;
|-&lt;br /&gt;
|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039; || 10 || Medium || Assault/Support/Rookie || 125 || Aim +10&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (EU2012)|Plasma Rifle]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (EU2012)|Shotgun]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 20 || Short || Assault || 40 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Scatter (EU2012)|Laser Scatter]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Alloy Cannon (EU2012)|Alloy Cannon]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[LMG (EU2012)|LMG]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 0 || Medium || Heavy || 60 || |&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Laser (EU2012)|Heavy Laser]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Plasma (EU2012)|Heavy Plasma]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper Rifle (EU2012)|Sniper Rifle]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 25 || Long || Sniper || 30 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 30 || Long || Sniper || 125 || Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 35 || Long || Sniper || 125 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100 (63 tiles), although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ S.H.I.V. Weapons&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Minigun|| 5-7  || 9-11 || &#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 10 || Medium || S.H.I.V. || 80 ||&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Laser|| 7-9  || 12-14 || &#039;&#039;&#039;12&#039;&#039;&#039; or 13 || 15 || Medium || S.H.I.V. || 125 || +15 Aim&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Plasma|| 9-11  || 15-17 || &#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 20 || Medium || S.H.I.V. || 125 || +25 Aim&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Minigun (EU2012)|Minigun]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 60 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Railgun (EU2012)|Railgun]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Particle Cannon (EU2012)|Particle Cannon]]|| 9-11  || 15-17 ||&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed in the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual results during missions (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Thrower (EU2012)|Arc Thrower]]|| 0 ||NA || 0 || Any || 0 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Drone Beam|| 1-3 || 3 or 4 || 0|| [[Drone (EU2012)|Drone]] || 2 || Repair&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Cannon|| 7-9 || 12 or 13 || 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 125 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom|| 7-9 ||NA|| 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Chest Cannon|| 9-11  ||15 or 16 || 0 ||[[Sectopod (EU2012)|Sectopod]]|| 801 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lance|| 10 ||NA|| 25 || [[Ethereal (EU2012)|Ethereal]] || 0 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (EU2012)|Rocket Launcher]]|| 6  || N/A || Heavy || 500 || 336 || | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster Launcher (EU2012)|Blaster Launcher]]|| 9  || N/A || Heavy || 500 || 336 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|Poison|| 1 || N/A ||[[Thin Man (EU2012)|Thin Man]]|| 0 || 175 || &lt;br /&gt;
|-&lt;br /&gt;
|Cluster Bomb|| 6 || N/A ||[[Sectopod (EU2012)|Sectopod]]|| 250 || 144 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 6  || N/A || MEC Trooper || * || Arc || Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 4  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 8  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 5 || N/A || MEC Trooper || 0 || 300 || Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Throwables====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Throwables&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; |!! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (EU2012)|Frag Grenade]]|| 3  || 15 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || 17 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade|| 0 || 15 || 0 || [[Support (EU2012)|Support]] || 0 || 336 || Defense +20-40 or (+20 Will, +20 Aim, +10% Critical Chance)&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 0 || 27 || 0 || [[Sniper (EU2012)|Sniper]] || 0 || 225 || Grants temporal vision for remote areas&lt;br /&gt;
|-&lt;br /&gt;
|[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 3 || 15 || 0 || Any || 0 || 528 || Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 1 || 15 || 0 || Any || 0 || 240 || Damage applied per turn (for 1-3 turns), -20 Aim, -25% movement&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || Causes units in radius to become invisible&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || -50% aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|[[Mimic Beacon (EU2012)|Mimic Beacon]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 27 || 0 || Any || 0 || 2880 || Lures aliens to an area&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Range expressed in [[Movement (EU2012)|movement]] points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Claw|| 6  || 20 ||[[Chryssalid (EU2012)|Chryssalid]] || 1 || Implants an egg on kill&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Fist|| 8  || 0 ||[[Zombie (EU2012)|Zombie]]|| 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Muton Blade|| 9  || 33 ||[[Berserker (EU2012)|Berserker]]|| 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|Seeker tentacles  &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 2  || 0 ||[[Seeker (EU2012)|Seeker]]|| 1 || Strangles&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 12  || 0 || [[MEC Trooper (EU2012)|MEC Trooper]] || high || +4 mobility&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64203</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64203"/>
		<updated>2015-04-29T06:37:50Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Melee Weapons */ added tentacles, mmm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed on the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistol (EU2012)|Pistol]] || 1-2 || 2-4 ||2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 10 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Pistol (EU2012)|Laser Pistol]] || 1-3 || 3-5 ||&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| 10 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Pistol (EU2012)|Plasma Pistol]] || 2-4 || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (EU2012)|Assault Rifle]]|| 2-4  || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Rifle (EU2012)|Laser Rifle]]|| 4-6 || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || &lt;br /&gt;
|-&lt;br /&gt;
|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039; || 10 || Medium || Assault/Support/Rookie || 125 || Aim +10&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (EU2012)|Plasma Rifle]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (EU2012)|Shotgun]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 20 || Short || Assault || 40 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Scatter (EU2012)|Laser Scatter]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Alloy Cannon (EU2012)|Alloy Cannon]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[LMG (EU2012)|LMG]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 0 || Medium || Heavy || 60 || |&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Laser (EU2012)|Heavy Laser]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Plasma (EU2012)|Heavy Plasma]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results ((EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper Rifle (EU2012)|Sniper Rifle]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 25 || Long || Sniper || 30 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 30 || Long || Sniper || 125 || Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 35 || Long || Sniper || 125 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100 (63 tiles), although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ S.H.I.V. Weapons&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Minigun|| 5-7  || 9-11 || &#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 10 || Medium || S.H.I.V. || 80 ||&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Laser|| 7-9  || 12-14 || &#039;&#039;&#039;12&#039;&#039;&#039; or 13 || 15 || Medium || S.H.I.V. || 125 || +15 Aim&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Plasma|| 9-11  || 15-17 || &#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 20 || Medium || S.H.I.V. || 125 || +25 Aim&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Minigun (EU2012)|Minigun]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 60 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Railgun (EU2012)|Railgun]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Particle Cannon (EU2012)|Particle Cannon]]|| 9-11  || 15-17 ||&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Thrower (EU2012)|Arc Thrower]]|| 0 ||NA || 0 || Any || 0 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Drone Beam|| 1-3 || 3 or 4 || 0|| [[Drone (EU2012)|Drone]] || 2 || Repair&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Cannon|| 7-9 || 12 or 13 ||align=&amp;quot;center&amp;quot; | 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 125 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom|| 7-9 ||NA|| 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Chest Cannon|| 9-11  ||15 or 16 || 0 ||[[Sectopod (EU2012)|Sectopod]]|| 801 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lance|| 10 ||NA|| 25 || [[Ethereal (EU2012)|Ethereal]] || 0 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (EU2012)|Rocket Launcher]]|| 6  || N/A || Heavy || 500 || 336 || | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster Launcher (EU2012)|Blaster Launcher]]|| 9  || N/A || Heavy || 500 || 336 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|Poison|| 1 || N/A ||[[Thin Man (EU2012)|Thin Man]]|| 0 || 175 || &lt;br /&gt;
|-&lt;br /&gt;
|Cluster Bomb|| 6 || N/A ||[[Sectopod (EU2012)|Sectopod]]|| 250 || 144 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 6  || N/A || MEC Trooper || * || Arc || Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 4  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 8  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 5 || N/A || MEC Trooper || 0 || 300 || Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Throwables====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Throwables&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; |!! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (EU2012)|Frag Grenade]]|| 3  || 15 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || 17 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade|| 0 || 15 || 0 || [[Support (EU2012)|Support]] || 0 || 336 || Defense +20-40 or (+20 Will, +20 Aim, +10% Critical Chance)&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 0 || 27 || 0 || [[Sniper (EU2012)|Sniper]] || 0 || 225 || Grants temporal vision for remote areas&lt;br /&gt;
|-&lt;br /&gt;
|[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 3 || 15 || 0 || Any || 0 || 528 || Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 1 || 15 || 0 || Any || 0 || 240 || Damage applied per turn (for 1-3 turns), -20 Aim, -25% movement&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || Causes units in radius to become invisible&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || -50% aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|[[Mimic Beacon (EU2012)|Mimic Beacon]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 27 || 0 || Any || 0 || 2880 || Lures aliens to an area&lt;br /&gt;
|-&lt;br /&gt;
|colspan=8 align=left|&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Range expressed in [[Movement (EU2012)|movement]] points.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Claw|| 6  || 20 ||[[Chryssalid (EU2012)|Chryssalid]] || 1 || Implants an egg on kill&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Fist|| 8  || 0 ||[[Zombie (EU2012)|Zombie]]|| 1 ||&lt;br /&gt;
|-&lt;br /&gt;
|Muton Blade|| 9  || 33 ||[[Berserker (EU2012)|Berserker]]|| 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|Seeker tentacles  &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 2  || 0 ||[[Seeker (EU2012)|Seeker]]|| 1 || Strangles&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 12  || 0 || [[MEC Trooper (EU2012)|MEC Trooper]] || high || +4 mobility&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=64202</id>
		<title>Chryssalid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=64202"/>
		<updated>2015-04-29T06:31:53Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Info */ fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Chryssalid 2 (EU2012).png|300px|right|Chryssalid]]&lt;br /&gt;
The Chryssalid is a savage murderous insect. Standing at about 5 feet, Chryssalids serve the [[alien Life Forms (EU2012)|alien]] forces as terror agents and are found are mainly found on [[Alien Terror (EU2012)|Terror]] sites, though sometimes they can be seen defending larger UFOs or structures of importance to the aliens. They are on of the fastest ground units in the game and they use their deadly claws to  attack any humans present (either XCOM or civilians) and kill or poison them. If the attacked human dies then a [[Zombie (EU2012)|Zombie]] will be produced, from which a new Chryssalid will burst after a few turns.  &lt;br /&gt;
&lt;br /&gt;
Upon activation, Chryssalids will dash towards any humans on their vicinity. On Terror Sites, this means that they&#039;ll usually spread themselves out but on missions where no civilians are present the entire group will swarm towards your soldiers, which can work for your advantage by using explosives to weaken several of them. Their increased movement (about 12 tiles or squares) and their ability to leap to higher ground also means that there is no safety on heights or behind obstacles.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Info==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Chryssalid 1 (EU2012).png|150px]]&lt;br /&gt;
|appears=April (Terror mission)&amp;lt;br&amp;gt;Alien Base&lt;br /&gt;
|hp=8/8/8/8&lt;br /&gt;
|aim=Melee&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Poison enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|24px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Chryssalid&#039;s melee attack deals 6 damage. On Classic and Impossible difficulties this value is increased by +2.&lt;br /&gt;
*Chryssalids first appear in April during the 1st terror mission. They can also be encountered first in the Alien Base if you assault it before your first terror mission.&lt;br /&gt;
*They can inject a venom into your operatives that effectively zombifies them, turning them into a [[Zombie (EU2012)|thrall]] for the aliens, though that is not all. They also inject the victim with a Chryssalid egg. After 3 turns the egg will hatch and the new, fully adult Chryssalid will tear its way out of the [[Zombie (EU2012)|zombie]] ready to inject more of your soldiers or any  civilians were present.&lt;br /&gt;
*If the Chryssalid&#039;s attack doesn&#039;t kill your soldier, it will poison it instead, which requires usage of a [[Medikit (EU2012)|Medikit]] to counter the poison.&lt;br /&gt;
* Chryssalids are immune to stun.&lt;br /&gt;
*If killed during a successful mission a [[Chryssalid Corpse (EU2012)|Chryssalid Corpse]] will be recovered.&lt;br /&gt;
**But you don&#039;t get the corpse from Chryssalid spawned from [[Zombie (EU2012)|Zombies]].&lt;br /&gt;
*After finishing [[Chryssalid_Autopsy_(EU2012)|Chryssalid Autopsy]] research, their corpses can be used to create [[Chitin Plating (EU2012)|Chitin Plating]], which protects against melee damage, this can help against Chryssalids a lot. Unfortunately it has no visual effects on the soldier wearing it, wearing Chryssalid shells would probably look really cool.&lt;br /&gt;
** On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], completing the research will also unlock the [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]] gene mod and the [[Needle Grenade (EU2012)|Needle Grenade]]. &lt;br /&gt;
*Mind-Controlled Chryssalids that kill an enemy alien do not produce a zombie afterwards.&lt;br /&gt;
**Same applies in [[Multiplayer (EU2012)|multiplayer]] where your own Chryssalids can&#039;t make a Zombie from opponent alien units.&lt;br /&gt;
* As seen in the [[Site Recon (EU2012)|Site Recon]] Council mission, Chryssalids can infest any creature large enough to support them, human or otherwise. They can also form hives which allow them to rapidly produce large numbers of Chryssalids within larger creatures.&lt;br /&gt;
** From the same council mission it is evident that Chryssalids can infest and overrun towns with extreme ease if left to their own devices.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The removal of time units have severely crippled Chryssalids as they can no longer rely on their movement speed alone. This has slightly hurt their reputation as the most iconic alien of X-COM as they are very foolhardy and defiant of the new movement mechanics. They are at their [[Chryssalid|full glory]] in the 1994 original X-COM.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Aliens (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64201</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64201"/>
		<updated>2015-04-29T06:06:46Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Grenades */ renamed, added range stat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed on the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistol (EU2012)|Pistol]] || 1-2 || 2-4 ||2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 10 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Pistol (EU2012)|Laser Pistol]] || 1-3 || 3-5 ||&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| 10 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Pistol (EU2012)|Plasma Pistol]] || 2-4 || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (EU2012)|Assault Rifle]]|| 2-4  || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Rifle (EU2012)|Laser Rifle]]|| 4-6 || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || &lt;br /&gt;
|-&lt;br /&gt;
|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039; || 10 || Medium || Assault/Support/Rookie || 125 || Aim +10&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (EU2012)|Plasma Rifle]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (EU2012)|Shotgun]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 20 || Short || Assault || 40 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Scatter (EU2012)|Laser Scatter]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Alloy Cannon (EU2012)|Alloy Cannon]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[LMG (EU2012)|LMG]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 0 || Medium || Heavy || 60 || |&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Laser (EU2012)|Heavy Laser]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Plasma (EU2012)|Heavy Plasma]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results ((EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper Rifle (EU2012)|Sniper Rifle]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 25 || Long || Sniper || 30 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 30 || Long || Sniper || 125 || Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 35 || Long || Sniper || 125 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100 (63 tiles), although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ S.H.I.V. Weapons&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Minigun|| 5-7  || 9-11 || &#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 10 || Medium || S.H.I.V. || 80 ||&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Laser|| 7-9  || 12-14 || &#039;&#039;&#039;12&#039;&#039;&#039; or 13 || 15 || Medium || S.H.I.V. || 125 || +15 Aim&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Plasma|| 9-11  || 15-17 || &#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 20 || Medium || S.H.I.V. || 125 || +25 Aim&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Minigun (EU2012)|Minigun]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 60 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Railgun (EU2012)|Railgun]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Particle Cannon (EU2012)|Particle Cannon]]|| 9-11  || 15-17 ||&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Thrower (EU2012)|Arc Thrower]]|| 0 ||NA || 0 || Any || 0 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Drone Beam|| 1-3 || 3 or 4 || 0|| [[Drone (EU2012)|Drone]] || 2 || Repair&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Cannon|| 7-9 || 12 or 13 ||align=&amp;quot;center&amp;quot; | 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 125 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom|| 7-9 ||NA|| 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Chest Cannon|| 9-11  ||15 or 16 || 0 ||[[Sectopod (EU2012)|Sectopod]]|| 801 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lance|| 10 ||NA|| 25 || [[Ethereal (EU2012)|Ethereal]] || 0 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (EU2012)|Rocket Launcher]]|| 6  || N/A || Heavy || 500 || 336 || | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster Launcher (EU2012)|Blaster Launcher]]|| 9  || N/A || Heavy || 500 || 336 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|Poison|| 1 || N/A ||[[Thin Man (EU2012)|Thin Man]]|| 0 || 175 || &lt;br /&gt;
|-&lt;br /&gt;
|Cluster Bomb|| 6 || N/A ||[[Sectopod (EU2012)|Sectopod]]|| 250 || 144 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 6  || N/A || MEC Trooper || * || Arc || Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 4  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 8  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 5 || N/A || MEC Trooper || 0 || 300 || Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Throwables====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Throwables&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; |!! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (EU2012)|Frag Grenade]]|| 3  || 15 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Grenade (EU2012)|Alien Grenade]]|| 5 || 17 || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade|| 0 || 15 || 0 || [[Support (EU2012)|Support]] || 0 || 336 || Defense +20-40 or (+20 Will, +20 Aim, +10% Critical Chance)&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 0 || 27 || 0 || [[Sniper (EU2012)|Sniper]] || 0 || 225 || Grants temporal vision for remote areas&lt;br /&gt;
|-&lt;br /&gt;
|[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 3 || 15 || 0 || Any || 0 || 528 || Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 1 || 15 || 0 || Any || 0 || 240 || Damage applied per turn (for 1-3 turns), -20 Aim, -25% movement&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || Causes units in radius to become invisible&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 15 || 0 || Any || 0 || 240 || -50% aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|[[Mimic Beacon (EU2012)|Mimic Beacon]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 27 || 0 || Any || 0 || 2880 || Lures aliens to an area&lt;br /&gt;
|-&lt;br /&gt;
|colspan=8 align=left|&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Range expressed in [[Movement (EU2012)|movement]] points.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Claw|| 6  || 20 ||[[Chryssalid (EU2012)|Chryssalid]] || 1 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Fist|| 8  || 0 ||[[Zombie (EU2012)|Zombie]]|| 1 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Muton Blade|| 9  || 33 ||[[Berserker (EU2012)|Berserker]]|| 125 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 12  || 0 || [[MEC Trooper (EU2012)|MEC Trooper]] || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64198</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64198"/>
		<updated>2015-04-29T04:57:26Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Weapon Stats */ added S.H.I.V. weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed on the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistol (EU2012)|Pistol]] || 1-2 || 2-4 ||2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 10 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Pistol (EU2012)|Laser Pistol]] || 1-3 || 3-5 ||&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| 10 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Pistol (EU2012)|Plasma Pistol]] || 2-4 || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (EU2012)|Assault Rifle]]|| 2-4  || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Rifle (EU2012)|Laser Rifle]]|| 4-6 || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || &lt;br /&gt;
|-&lt;br /&gt;
|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039; || 10 || Medium || Assault/Support/Rookie || 125 || Aim +10&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (EU2012)|Plasma Rifle]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (EU2012)|Shotgun]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 20 || Short || Assault || 40 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Scatter (EU2012)|Laser Scatter]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Alloy Cannon (EU2012)|Alloy Cannon]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[LMG (EU2012)|LMG]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 0 || Medium || Heavy || 60 || |&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Laser (EU2012)|Heavy Laser]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Plasma (EU2012)|Heavy Plasma]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results ((EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper Rifle (EU2012)|Sniper Rifle]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 25 || Long || Sniper || 30 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 30 || Long || Sniper || 125 || Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 35 || Long || Sniper || 125 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100 (63 tiles), although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ S.H.I.V. Weapons&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Minigun|| 5-7  || 9-11 || &#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 10 || Medium || S.H.I.V. || 80 ||&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Laser|| 7-9  || 12-14 || &#039;&#039;&#039;12&#039;&#039;&#039; or 13 || 15 || Medium || S.H.I.V. || 125 || +15 Aim&lt;br /&gt;
|-&lt;br /&gt;
|S.H.I.V. Plasma|| 9-11  || 15-17 || &#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 20 || Medium || S.H.I.V. || 125 || +25 Aim&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Minigun (EU2012)|Minigun]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 60 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Railgun (EU2012)|Railgun]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Particle Cannon (EU2012)|Particle Cannon]]|| 9-11  || 15-17 ||&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Thrower (EU2012)|Arc Thrower]]|| 0 ||NA || 0 || Any || 0 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Drone Beam|| 1-3 || 3 or 4 || 0|| [[Drone (EU2012)|Drone]] || 2 || Repair&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Cannon|| 7-9 || 12 or 13 ||align=&amp;quot;center&amp;quot; | 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 125 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom|| 7-9 ||NA|| 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Chest Cannon|| 9-11  ||15 or 16 || 0 ||[[Sectopod (EU2012)|Sectopod]]|| 801 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lance|| 10 ||NA|| 25 || [[Ethereal (EU2012)|Ethereal]] || 0 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (EU2012)|Rocket Launcher]]|| 6  || N/A || Heavy || 500 || 336 || | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster Launcher (EU2012)|Blaster Launcher]]|| 9  || N/A || Heavy || 500 || 336 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|Poison|| 1 || N/A ||[[Thin Man (EU2012)|Thin Man]]|| 0 || 175 || &lt;br /&gt;
|-&lt;br /&gt;
|Cluster Bomb|| 6 || N/A ||[[Sectopod (EU2012)|Sectopod]]|| 250 || 144 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 6  || N/A || MEC Trooper || * || Arc || Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 4  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 8  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 5 || N/A || MEC Trooper || 0 || 300 || Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Grenades====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (EU2012)|Frag Grenade]]|| 3  || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (EU2012)|Smoke Grenade]]|| NA  || 0 || Support || 0 || 336 || Defense +20&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Grenade (EU2012)|Alien Grenade]]|| 5  || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 3  || 0 || Any || 0 || 240 || Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 1  || 0 || Any || 0 || 240 || Damage applied per turn, between 1-3 turns&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || NA || 0 || Any || 0 || 240 || Causes units on radius to be invisible&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 0 || Any || 0 || 240 || -50 aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Claw|| 6  || 20 ||[[Chryssalid (EU2012)|Chryssalid]] || 1 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Fist|| 8  || 0 ||[[Zombie (EU2012)|Zombie]]|| 1 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Muton Blade|| 9  || 33 ||[[Berserker (EU2012)|Berserker]]|| 125 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 12  || 0 || [[MEC Trooper (EU2012)|MEC Trooper]] || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64197</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64197"/>
		<updated>2015-04-29T04:17:06Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Weapon Stats */ markup cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed on the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistol (EU2012)|Pistol]] || 1-2 || 2-4 ||2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 10 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Pistol (EU2012)|Laser Pistol]] || 1-3 || 3-5 ||&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| 10 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Pistol (EU2012)|Plasma Pistol]] || 2-4 || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (EU2012)|Assault Rifle]]|| 2-4  || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Rifle (EU2012)|Laser Rifle]]|| 4-6 || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || &lt;br /&gt;
|-&lt;br /&gt;
|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039; || 10 || Medium || Assault/Support/Rookie || 125 || Aim +10&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (EU2012)|Plasma Rifle]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (EU2012)|Shotgun]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 20 || Short || Assault || 40 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Scatter (EU2012)|Laser Scatter]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Alloy Cannon (EU2012)|Alloy Cannon]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[LMG (EU2012)|LMG]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 0 || Medium || Heavy || 60 || |&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Laser (EU2012)|Heavy Laser]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Plasma (EU2012)|Heavy Plasma]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results ((EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper Rifle (EU2012)|Sniper Rifle]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 25 || Long || Sniper || 30 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 30 || Long || Sniper || 125 || Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 35 || Long || Sniper || 125 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100 (63 tiles), although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Minigun (EU2012)|Minigun]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 60 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Railgun (EU2012)|Railgun]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Particle Cannon (EU2012)|Particle Cannon]]|| 9-11  || 15-17 ||&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Thrower (EU2012)|Arc Thrower]]|| 0 ||NA || 0 || Any || 0 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Drone Beam|| 1-3 || 3 or 4 || 0|| [[Drone (EU2012)|Drone]] || 2 || Repair&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Cannon|| 7-9 || 12 or 13 ||align=&amp;quot;center&amp;quot; | 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 125 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom|| 7-9 ||NA|| 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Chest Cannon|| 9-11  ||15 or 16 || 0 ||[[Sectopod (EU2012)|Sectopod]]|| 801 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lance|| 10 ||NA|| 25 || [[Ethereal (EU2012)|Ethereal]] || 0 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (EU2012)|Rocket Launcher]]|| 6  || N/A || Heavy || 500 || 336 || | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster Launcher (EU2012)|Blaster Launcher]]|| 9  || N/A || Heavy || 500 || 336 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|Poison|| 1 || N/A ||[[Thin Man (EU2012)|Thin Man]]|| 0 || 175 || &lt;br /&gt;
|-&lt;br /&gt;
|Cluster Bomb|| 6 || N/A ||[[Sectopod (EU2012)|Sectopod]]|| 250 || 144 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 6  || N/A || MEC Trooper || * || Arc || Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 4  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 8  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 5 || N/A || MEC Trooper || 0 || 300 || Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Grenades====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (EU2012)|Frag Grenade]]|| 3  || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (EU2012)|Smoke Grenade]]|| NA  || 0 || Support || 0 || 336 || Defense +20&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Grenade (EU2012)|Alien Grenade]]|| 5  || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 3  || 0 || Any || 0 || 240 || Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 1  || 0 || Any || 0 || 240 || Damage applied per turn, between 1-3 turns&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || NA || 0 || Any || 0 || 240 || Causes units on radius to be invisible&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 0 || Any || 0 || 240 || -50 aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Claw|| 6  || 20 ||[[Chryssalid (EU2012)|Chryssalid]] || 1 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Fist|| 8  || 0 ||[[Zombie (EU2012)|Zombie]]|| 1 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Muton Blade|| 9  || 33 ||[[Berserker (EU2012)|Berserker]]|| 125 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 12  || 0 || [[MEC Trooper (EU2012)|MEC Trooper]] || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64196</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64196"/>
		<updated>2015-04-29T04:04:34Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Weapon Stats */ reduced markup overhead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed on the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot;| Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistol (EU2012)|Pistol]] || 1-2 || 2-4 ||2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 10 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Pistol (EU2012)|Laser Pistol]] || 1-3 || 3-5 ||&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| 10 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Pistol (EU2012)|Plasma Pistol]] || 2-4 || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 0 || Medium || All except Heavy || 125 || Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot;| Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (EU2012)|Assault Rifle]]|| 2-4  || 5-7 ||4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 20 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Rifle (EU2012)|Laser Rifle]]|| 4-6 || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || &lt;br /&gt;
|-&lt;br /&gt;
|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039; || 10 || Medium || Assault/Support/Rookie || 125 || Aim +10&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (EU2012)|Plasma Rifle]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || Assault/Support/Rookie || 125 || None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot;| Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (EU2012)|Shotgun]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 20 || Short || Assault || 40 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Scatter (EU2012)|Laser Scatter]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
|[[Alloy Cannon (EU2012)|Alloy Cannon]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 20 || Short || Assault || 125 || Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot;| Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[LMG (EU2012)|LMG]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 0 || Medium || Heavy || 60 || |&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Laser (EU2012)|Heavy Laser]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Plasma (EU2012)|Heavy Plasma]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 0 || Medium || Heavy || 125 ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results ((EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot;| Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper Rifle (EU2012)|Sniper Rifle]]|| 3-5 || 6-8 ||&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || 25 || Long || Sniper || 30 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| 5-7 || 9-11 ||&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| 30 || Long || Sniper || 125 || Limited move&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| 8-10 || 14-16 ||13 or &#039;&#039;&#039;15&#039;&#039;&#039; || 35 || Long || Sniper || 125 ||Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100 (63 tiles), although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot;| Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Minigun (EU2012)|Minigun]]|| 4-6  || 8-10 ||7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 60 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Railgun (EU2012)|Railgun]]|| 6-8  || 11-13 ||10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Particle Cannon (EU2012)|Particle Cannon]]|| 9-11  || 15-17 ||&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || 10 || Medium || MEC Trooper || 125 || Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot;| Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Thrower (EU2012)|Arc Thrower]]|| 0 ||NA || 0 || Any || 0 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Drone Beam|| 1-3 || 3 or 4 || 0|| [[Drone (EU2012)|Drone]] || 2 || Repair&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Cannon|| 7-9 || 12 or 13 ||align=&amp;quot;center&amp;quot; | 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 125 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Death Blossom|| 7-9 ||NA|| 10 || [[Cyberdisc (EU2012)|Cyberdisc]] || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|Chest Cannon|| 9-11  ||15 or 16 || 0 ||[[Sectopod (EU2012)|Sectopod]]|| 801 || Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|Psi Lance|| 10 ||NA|| 25 || [[Ethereal (EU2012)|Ethereal]] || 0 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot;| Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (EU2012)|Rocket Launcher]]|| 6  || N/A || Heavy || 500 || 336 || | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster Launcher (EU2012)|Blaster Launcher]]|| 9  || N/A || Heavy || 500 || 336 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|Poison|| 1 || N/A ||[[Thin Man (EU2012)|Thin Man]]|| 0 || 175 || &lt;br /&gt;
|-&lt;br /&gt;
|Cluster Bomb|| 6 || N/A ||[[Sectopod (EU2012)|Sectopod]]|| 250 || 144 || Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 6  || N/A || MEC Trooper || * || Arc || Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 4  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 8  || N/A || MEC Trooper || 125 || 300 || &lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 5 || N/A || MEC Trooper || 0 || 300 || Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Grenades====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot;| Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (EU2012)|Frag Grenade]]|| 3  || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (EU2012)|Smoke Grenade]]|| NA  || 0 || Support || 0 || 336 || Defense +20&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Grenade (EU2012)|Alien Grenade]]|| 5  || 0 || Any || 250 || 240 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 3  || 0 || Any || 0 || 240 || Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 1  || 0 || Any || 0 || 240 || Damage applied per turn, between 1-3 turns&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || NA || 0 || Any || 0 || 240 || Causes units on radius to be invisible&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || 0 || 0 || Any || 0 || 240 || -50 aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot;| Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Claw|| 6  || 20 ||[[Chryssalid (EU2012)|Chryssalid]] || 1 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Zombie Fist|| 8  || 0 ||[[Zombie (EU2012)|Zombie]]|| 1 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|Muton Blade|| 9  || 33 ||[[Berserker (EU2012)|Berserker]]|| 125 || No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| 12  || 0 || [[MEC Trooper (EU2012)|MEC Trooper]] || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64195</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=64195"/>
		<updated>2015-04-29T03:24:17Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* LMG and Heavy Rifles */ S.H.I.V. weapons have actually better stats: Minigun: 5-7 / Laser: 7-9 / Plasma: 9-11&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed on the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 1-2 || align=&amp;quot;center&amp;quot; | 2-4 || align=&amp;quot;center&amp;quot; |2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; | 1-3 || align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 2-4 || align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; |4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Assault Rifle (EU2012)|Assault Rifle]]|| align=&amp;quot;center&amp;quot; | 2-4  || align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; |4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Short || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]|| align=&amp;quot;center&amp;quot; | 4-6 || align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; |7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 4-6  || align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; |7 or &#039;&#039;&#039;9&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Aim +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 6-8  || align=&amp;quot;center&amp;quot; | 11-13 || align=&amp;quot;center&amp;quot; |10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 6-8 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Short || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Scatter (EU2012)|Laser Scatter]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 9-11 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 14-16 || align=&amp;quot;center&amp;quot; |13 or &#039;&#039;&#039;15&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LMG (EU2012)|LMG]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 6-8 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 ||  align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 9-11 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 14-16 || align=&amp;quot;center&amp;quot; |13 or &#039;&#039;&#039;15&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results ((EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 6-8 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 9-11 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 14-16 || align=&amp;quot;center&amp;quot; |13 or &#039;&#039;&#039;15&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100, although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Minigun (EU2012)|Minigun]]|| align=&amp;quot;center&amp;quot; | 4-6  || align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; |7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Railgun (EU2012)|Railgun]]|| align=&amp;quot;center&amp;quot; | 6-8  || align=&amp;quot;center&amp;quot; | 11-13 || align=&amp;quot;center&amp;quot; |10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Particle Cannon (EU2012)|Particle Cannon]]|| align=&amp;quot;center&amp;quot; | 9-11  || align=&amp;quot;center&amp;quot; | 15-17 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Arc Thrower (EU2012)|Arc Thrower]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |NA || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Drone Beam|| align=&amp;quot;center&amp;quot; | 1-3 || align=&amp;quot;center&amp;quot; | 3 or 4 || align=&amp;quot;center&amp;quot; | 0|| align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cyberdisc Cannon|| align=&amp;quot;center&amp;quot; | 7-9 || align=&amp;quot;center&amp;quot; | 12 or 13 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Overwatch&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 7-9 || align=&amp;quot;center&amp;quot; |NA|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 9-11  || align=&amp;quot;center&amp;quot; |15 or 16 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | Overwatch&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Psi Lance|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; |NA|| align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 336 ||  align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Poison|| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | Arc || align=&amp;quot;center&amp;quot; | Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 300 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 300 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 300 || align=&amp;quot;center&amp;quot; | Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Grenades====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Frag Grenade (EU2012)|Frag Grenade]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align=&amp;quot;center&amp;quot; | NA  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Support || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Defense +20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | 1  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Damage applied per turn, between 1-3 turns&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Causes units on radius to be invisible&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | -50 aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chryssalid Claw|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |[[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Zombie Fist|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Zombie (EU2012)|Zombie]]|| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; |[[Berserker (EU2012)|Berserker]]|| align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 12  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[MEC Trooper (EU2012)|MEC Trooper]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=64180</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=64180"/>
		<updated>2015-04-28T08:47:27Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|defense]] equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus [[Critical Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a standard &#039;&#039;&#039;Minigun&#039;&#039;&#039; by default, which does &#039;&#039;&#039;5-7&#039;&#039;&#039; normal damage and has &#039;&#039;&#039;10%&#039;&#039;&#039; crit chance. The weapon is automatically upgraded to the best weapon available through [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
Each S.H.I.V costs §50 and takes 7 days (3 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|14&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].&lt;br /&gt;
Each Alloy S.H.I.V costs §75 and requires 10 Engineers and 20 Alien Alloys, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]].&lt;br /&gt;
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does &#039;&#039;&#039;not&#039;&#039;&#039; provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].&lt;br /&gt;
Each Hover S.H.I.V costs §100 and requires 20 Engineers and 30 Alien Alloys and 20 Elerium, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Suppression&#039;&#039;&#039; - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s [[Suppression (EU2012)|suppression]] ability.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039; - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +2 damage, +15 aim, +5 crit chance. &lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039; - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. +4 damage, +25 aim, +10 crit chance&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039; - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.&lt;br /&gt;
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry&#039;s Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039; - [[Foundry_(EU2012)|Foundry]] version of the [[OTS (EU2012)|Officer Training School]]&#039;s &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039;: speeds up repairs when you get home.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Flight&#039;&#039;&#039; - Doubles the Hover S.H.I.V. fuel capacity.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Construction&#039;&#039;&#039; - Halves build time.&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. Increases movement.&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired by 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|soldier]] and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.&lt;br /&gt;
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms in Enemy Unknown but can hop over half cover walls and berms in the Enemy Within expansion.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete although S.H.I.V.s do benefit from the Shaped Armor foundry upgrade in Enemy Within for an additional three hps.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
** However, if disaster strikes and you lose a lot of high ranked soldiers, fielding some S.H.I.V.s is better than fielding a full squad of inexperienced soldiers.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.&lt;br /&gt;
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]&#039;s Psi-lance or Rift.&lt;br /&gt;
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes, defuse bombs, and capture meld containers. &lt;br /&gt;
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:shiv.jpg| &#039;&#039;Regular S.H.I.V.&#039;&#039;&lt;br /&gt;
File:ashiv.jpg| &#039;&#039;Alloy S.H.I.V.&#039;&#039;&lt;br /&gt;
File:hshiv.jpg| &#039;&#039;Hover S.H.I.V.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
S.H.I.V.s are named &amp;quot;Thunder-X&amp;quot;, Alloy S.H.I.V.s are named &amp;quot;Goliath-X&amp;quot; and Hover S.H.I.V.s are named &amp;quot;Lightning-X&amp;quot;, where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* For the [[XCOM]] equivalent see [[Heavy Weapons Platforms]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=58437</id>
		<title>Chance to Hit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=58437"/>
		<updated>2014-08-04T14:41:31Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}[[Image:SCOPE_bonus_stack.jpg|right|thumb|250px|An example of the shot info display.]]In &#039;&#039;[[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]&#039;&#039;, the [[Gameplay_Mechanics_(EU2012)|game mechanic]] that determines whether any given shot will land on your target is based on the sum total of a number of variables. Some work for you, some work against you, but all are additive: if you&#039;re told that shiny new rifle gives you a +10% Aim, then indeed your final chance to hit simply goes up from eg 65% to 75% when using it. The chance to score a [[Critical_Hits_(EU2012)|critical hit]] is calculated in much the same way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim&#039;&#039;&#039; (or &#039;&#039;&#039;Attack&#039;&#039;&#039;) is the base statistic each unit has which accounts for the bulk of its accuracy in battle. For [[Soldiers (EU2012)|XCOM soldiers]], this goes up at a set rate based on [[Soldiers_(EU2012)#Ranks|rank]] and [[Classes_(EU2012)|class]], whereas for [[Alien_Life_Forms_(EU2012)|aliens]] it&#039;s determined by their race and the [[Difficulty_(EU2012)|difficulty level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defence&#039;&#039;&#039;, on the other hand, is the statistic which lowers each unit&#039;s chance to &#039;&#039;be&#039;&#039; hit. Your units may improve their base defence stat pre-battle by donning certain forms of [[Armor_(EU2012)|armour]] (keeping in mind that most only grant additional health points, lessening the &#039;&#039;effects&#039;&#039; of damage, rather then your chance to avoid it altogether). Some alien races have an innate defensive bonus which is increased on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
In addition, units may source additional aim/defence bonuses from [[#Solder Stats|soldier perks]], [[#Other Factors|terrain factors]] and [[#Equipment|equipment]], [[Cover_(EU2012)|cover]] being one of the most important examples.&lt;br /&gt;
&lt;br /&gt;
Just before OK&#039;ing a shot on your target, you may select &amp;quot;More Info&amp;quot; within the game&#039;s HUD to see a list of which modifiers would apply to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chance to Hit Calculation==&lt;br /&gt;
The actual formula [http://forums.nexusmods.com/index.php?/topic/1464650-long-war-3-ew-beta-feedback/page-241#entry13574005] seems to be:  &lt;br /&gt;
&lt;br /&gt;
 Aim (unit stat + modifiers) - Defence (unit stat + modifiers) = total (clamped to 1%, if negative) + range modifier = final result&lt;br /&gt;
&lt;br /&gt;
This formula explains the oddities of when units get hit while hunkered down in full cover, since it is impossible to completely miss a shot due to the clamp. The later addition of the range bonus after the aim/defence values are calculated also makes it more likely to get a hit, if the shooter is close to the target. &lt;br /&gt;
&lt;br /&gt;
==Solder Stats==&lt;br /&gt;
A typical XCOM rookie starts off with a flat 65 Aim stat. Generally, as their [[Soldiers_(EU2012)#Ranks|rank]] improves, they gain additional points at a static rate (that is to say, a Lieutenant Sniper will always have an Aim stat of 84). [[Second_Wave_(EU2012)|Second Wave]] options can instead be used to mix up the abilities of your ranks -  &#039;&#039;&amp;quot;Not Created Equally&amp;quot;&#039;&#039; has them start with an aim stat of somewhere from 55 to 80, whereas &#039;&#039;&amp;quot;Hidden Potential&amp;quot;&#039;&#039; randomises their gains.&lt;br /&gt;
&lt;br /&gt;
The [[DLC (EU2012)|DLC]] unit [[Shaojie Zhang (EU2012)|Shaojie Zhang]] has an extra +5 Aim relative to other non-[[Second_Wave_(EU2012)|Second Wave]] affected heavies. [[Hero (EU2012)|Heroes]] may also exceed the norm ([[Ken Levine (EU2012)|Ken Levine]] in particular clocks in with a massive score of 200, nearly double the usual potential of his sniper class!).&lt;br /&gt;
&lt;br /&gt;
In addition to their base stats, each [[Classes_(EU2012)|class]] may choose from a variety of perks which can potentially improve accuracy, decrease it in exchange for another bonus, raise their defence, or affect the aim/defence values of other units in play:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS ASSAULT.png|left|24px]]&#039;&#039;&#039;[[Assault (EU2012)|Assaults]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|The [[Assault (EU2012)|Assault]] class sports moderate accuracy, but their shotguns grant huge bonuses at near range - and they&#039;re very good at closing the distance. At distances further then ten tiles, their pistols (or perhaps rifles, if equipped) make for more reliable damage, albeit somewhat reduced in power. They can acquire abilities that improve their defence when up in the alien&#039;s faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 89 (+4) || &#039;&#039;+ 24&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Flush&amp;lt;/font&amp;gt;: Reduced [[Damage_(EU2012)|damage]] for a +30% aim (also forces the target to move).&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Rapid Fire&amp;lt;/font&amp;gt;: Two shots, but at a -15% aim penalty to each.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Tactical Sense&amp;lt;/font&amp;gt;: A +5% defensive bonus for every enemy unit that the assault can see (up to 20%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Aggression&amp;lt;/font&amp;gt;: A +10% [[Critical_Hits_(EU2012)|crit chance]] bonus for every enemy unit that the assault can see (up to 30%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Close &amp;amp; Personal&amp;lt;/font&amp;gt;: Up to a +30% [[Critical_Hits_(EU2012)|crit chance]] bonus depending on the distance to the target &#039;&#039;(what distances for what bonuses?)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS HEAVY.png|left|24px]]&#039;&#039;&#039;[[Heavy (EU2012)|Heavies]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy (EU2012)|Heavies]] have very poor aim compared to other classes, but make up for it with a number of abilities which ignore the stat, and at close range their accuracy improves somewhat. Their rockets always have at least a 90% chance to strike their targets, and having them open up on your enemies first can often result in them destroying alien [[Cover_(EU2012)|cover]] or granting other accuracy benefits to their squad-mates (whether the heavies themselves manage to hit or not).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 67 (+2) || 68 (+1) || 69 (+1) || 70 (+1) || 71 (+1) || 73 (+2) || 75 (+2) || &#039;&#039;+10&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Holo-Targeting&amp;lt;/font&amp;gt;: +10% aim to all other allied fire on the target until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Suppression&amp;lt;/font&amp;gt;: The [[Suppression_(EU2012)|Suppression]] ability inflicts a -30% to the target&#039;s aim until next turn or until the heavy is damaged. If Danger Zone is taken it can affect multiple units close to the target, and with Mayhem, it also deals slight (but guaranteed) damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS SNIPER.png|left|24px]]&#039;&#039;&#039;[[Sniper (EU2012)|Snipers]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper (EU2012)|Snipers]] gain no accuracy bonuses from their high-powered rifles, and in fact take a &#039;&#039;penalty&#039;&#039; if they try to use them at close range (pistols have a better chance to hit at distances less then ten tiles). However, their innate accuracy stats are through the roof, and optional abilities at higher ranks may push them even higher.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 75 (+10) || 78 (+3) || 81 (+3) || 84 (+3) || 88 (+4) || 95 (+7) || 105 (+10) || &#039;&#039;+ 40&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Damn Good Ground&amp;lt;/font&amp;gt;: A passive +10% aim &#039;&#039;and&#039;&#039; defence while above the target (even if flying by way of [[Archangel_Armor_(EU2012)|Archangel Armour]]).&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Executioner&amp;lt;/font&amp;gt;: A passive +10% aim if the target has less then 50% health.&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Opportunist&amp;lt;/font&amp;gt;: Removes the aim penalty (and [[Critical_Hits_(EU2012)|crit]] restriction) from [[Overwatch_(EU2012)|Overwatch]] shots.&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Snap Shot&amp;lt;/font&amp;gt;: Allows firing as a second action, but at a -20% aim penalty. On the Enemy Within DLC, the penalty has been reduced to -10.  &#039;&#039;(Due to a bug, taking this perk applies this penalty to extra shots granted by Double Tap as well.)&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Disabling Shot&amp;lt;/font&amp;gt;: Shot empties the target&#039;s weapon, but at a -10% aim penalty.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Low Profile&amp;lt;/font&amp;gt;: The sniper receives a high cover bonus of +40% while in low cover, rather then the usual +20%.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Headshot&amp;lt;/font&amp;gt;: A +30% chance to [[Critical_Hits_(EU2012)|crit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
&lt;br /&gt;
===[[File: CLASS SUPPORT.png|left|24px]]&#039;&#039;&#039;[[Support (EU2012)|Supports]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Support (EU2012)|Supports]] are very &amp;quot;mid-range&amp;quot; in terms of accuracy, and their potential damage output isn&#039;t anything to brag about in comparison to other classes. It should be noted that regardless of range, the rifles and pistols available to them will typically each have the same chance to hit as the other (excluding any weapon-specific bonuses, such as that available to the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Foundry_(EU2012)|Foundry]]-upgraded pistols). Their smoke grenades can grant defence bonuses to units they cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 90 (+5) || &#039;&#039;+ 25&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim-related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Combat Drugs&amp;lt;/font&amp;gt;: A passive bonus granting a +20% aim and +10% [[Critical_Hits_(EU2012)|crit chance]] bonus to units firing from within the support&#039;s smoke clouds.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Smoke Grenade&amp;lt;/font&amp;gt;: Creates a two-turn smoke cloud granting +20% defence to all units (friend or foe) within it.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Rifle Suppression&amp;lt;/font&amp;gt;: -30% to target&#039;s aim until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Dense Smoke&amp;lt;/font&amp;gt;: A passive bonus causing the support&#039;s smoke clouds to grant +40% defence instead of the regular 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alien Stats==&lt;br /&gt;
[[Alien_Life_Forms_(EU2012)|Aliens]] are, for the most part, about on par with lower-ranked XCOM soldiers, though on [[Difficulty_(EU2012)|difficulty levels]] above normal they receive a +10 aim/crit bonus (and an extra +10 aim for [[Outsider (EU2012)|Outsider]]s and [[Muton (EU2012)#Muton Elite |Muton Elite]]s on Impossible).&lt;br /&gt;
&lt;br /&gt;
Many aliens have innate defensive bonuses, which XCOM solders require certain forms of [[Armor_(EU2012)|armour]] to acquire.&lt;br /&gt;
&lt;br /&gt;
Whilst some aliens wield the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] seen earlier on in the game (especially favoured by [[Thin Man (EU2012)|Thin Men]]) which, in XCOM hands confers an additional +10 bonus to its wielder, this does not apply to aliens. Those aliens which use melee attacks (the [[Chryssalid (EU2012)|Chryssalid]], the [[Zombie (EU2012)|Zombie]], and the [[Muton (EU2012)#Muton Berserker|Muton Berserker]]) never miss.&lt;br /&gt;
&lt;br /&gt;
[[Floater (EU2012)|Floaters]] in particular gain +20% defence whenever in flight. This can be circumvented if they&#039;re actually using real [[Cover (EU2012)|cover]] and you manage to [[Flanking (EU2012)|flank]] them.&lt;br /&gt;
&lt;br /&gt;
While it may seem strange that the slow and hulking [[Sectopod (EU2012)|Sectopod]] is somehow harder to hit then the fast and agile [[Thin Man (EU2012)|Thin Man]], bear in mind certain aliens - like your [[SHIV (EU2012)|SHIVs]] - cannot use cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Name &lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
! Name&lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
|-&lt;br /&gt;
![[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Outsider (EU2012)|Outsider]]&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|- &lt;br /&gt;
![[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Floater (EU2012)|Floater]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
![[Chryssalid  (EU2012)|Chryssalid ]]&lt;br /&gt;
|Melee&lt;br /&gt;
|10*&lt;br /&gt;
![[Muton (EU2012)|Muton]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
![[Zombie (EU2012)|Zombie]]&lt;br /&gt;
|Melee&lt;br /&gt;
|0*&lt;br /&gt;
![[Drone (EU2012)|Drone]]&lt;br /&gt;
|60&lt;br /&gt;
|10**&lt;br /&gt;
|-&lt;br /&gt;
![[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
|70&lt;br /&gt;
|10**&lt;br /&gt;
![[Sectoid (EU2012)#Sectoid Commander |Sectoid Commander]]&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Muton (EU2012)#Muton Berserker|Muton Berserker]]&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
![[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|80&lt;br /&gt;
|30*&lt;br /&gt;
|-&lt;br /&gt;
![[Floater (EU2012)#Heavy Floater |Heavy Floater]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
![[Muton (EU2012)#Muton Elite |Muton Elite]]&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
![[Ethereal (EU2012)#Uber Ethereal|Uber Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses, but do however gain extra defense while in flight.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
There are three main types of equipment available to you that can affect accuracy: [[Weapons_(EU2012)|weapons]], [[Armor_(EU2012)|armour]] and [[Engineering_(EU2012)#Build_Items|items]].&lt;br /&gt;
&lt;br /&gt;
Of all the guns you may equip, only &#039;&#039;one&#039;&#039; offers improved accuracy over others of its kind - the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], which adds +10% to any shots made with it. However, each &#039;&#039;class&#039;&#039; of weapon - shotguns, snipers, or &amp;quot;other&amp;quot; - handles accuracy differently [[#Weapon Range|depending on range]].&lt;br /&gt;
&lt;br /&gt;
The [[Foundry_(EU2012)|Foundry]] project [[Foundry_(EU2012)#Improved_Pistol_II|Improved Pistol II]] grants +10% to pistols aim.&lt;br /&gt;
&lt;br /&gt;
The main item to turn to when looking for a little extra reliability is the [[S.C.O.P.E._(EU2012)|S.C.O.P.E.]], which grants +10% aim to the primary weapon (and, with [[Foundry_(EU2012)#S.C.O.P.E._Upgrade|the right upgrade]], +10% [[Critical_Hits_(EU2012)|crit chance]]). [[#Heavies|Heavies]] in particular find this useful (due to their low base aim), but it&#039;s a solid choice for most any unit.&lt;br /&gt;
&lt;br /&gt;
The [[Arc_Thrower_(EU2012)|Arc Thrower]] is notable in that it&#039;s not considered a weapon, and uses entirely different aiming mechanics - its chance to hit depends only on the health of the target. Explosive weapons are another exception, in that they always hit everything within their blast radius - for those, a &amp;quot;miss&amp;quot; constitutes somehow firing them in an entirely different direction to where they were aimed.&lt;br /&gt;
&lt;br /&gt;
Conversely, some forms of armor can allow you to raise your defence, reducing the chance of alien shots landing. While all types grant additional hit points, [[Skeleton_Suit_(EU2012)|Skeleton Suits]] and [[Psi_Armor_(EU2012)|Psi Armour]] grant +10% defence to the wearer at all times, whilst [[Ghost_Armor_(EU2012)|Ghost Armor]] gives +20% even without cloaking.&lt;br /&gt;
&lt;br /&gt;
In fact, when you consider that Skeleton Suits also grant additional movement points and the grapple - and are actually cheaper to produce than [[Carapace_Armor_(EU2012)|Carapace Armour]] - they may be the better choice for your units regardless of class. Its one deficit is a single less hit point.&lt;br /&gt;
&lt;br /&gt;
Contrary to its item description, [[Archangel_Armor_(EU2012)|Archangel Armour]] &#039;&#039;does&#039;&#039; grant bonuses to units in the air. Taking to the air above your opponents grants the usual +20% aim height bonus against them, but also grants low cover bonus (+20% defence) from the armor&#039;s Evasion ability while in flight (same as with [[Floater (EU2012)|Floaters]] and other alien flying units), and for [[#Snipers|Snipers]], also triggers the Damn Good Ground perk - granting an additional +10% aim/defence. Airborne snipers can almost ignore enemies&#039; high cover.&lt;br /&gt;
&lt;br /&gt;
==Weapon Range==&lt;br /&gt;
An aim bonus may be granted based on the distance to the target, depending on the type of [[Weapons_(EU2012)|weapon]] used. For the purposes of determining this bonus, guns always fall into one of three different categories: shotguns, sniper rifles, or &amp;quot;everything else&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Most - from the humble [[Pistol_(EU2012)|Pistol]] through to the legendary [[Heavy_Plasma_(EU2012)|Heavy Plasma]] - are treated the same in terms of accuracy. Have two soldiers at the same distance from your target, each&#039;ll get the same range bonus as the other. Such weapons may only receive range &#039;&#039;bonuses&#039;&#039; - if you&#039;re too far away to receive one (ten tiles or more), then there&#039;s no penalty.&lt;br /&gt;
&lt;br /&gt;
The rifles used by [[Sniper (EU2012)|Snipers]], on the other hand, are the reverse: being &#039;&#039;closer&#039;&#039; then ten tiles inflicts a &#039;&#039;penalty&#039;&#039;, and moving further away simply lessons this until it goes away completely.&lt;br /&gt;
&lt;br /&gt;
The only weapon type that has access to a range bonus &#039;&#039;in addition&#039;&#039; to a penalty is the shotgun class used by [[Assault (EU2012)|Assault]]s. A distance of less then ten tiles sees their accuracy spike up quickly; but a distance &#039;&#039;further&#039;&#039; then ten tiles inflicts a penalty at the same rate (though oddly enough, &#039;&#039;no&#039;&#039; such penalty applies to their [[Damage (EU2012)|damage]] - &#039;&#039;if&#039;&#039; they happen to hit at long range, they&#039;ll be just as devastating as a point-blank blast to the face).&lt;br /&gt;
&lt;br /&gt;
The following formulas describe accuracy drop-off. Again, note that &#039;&#039;&#039;if the standard weapon bonus drops below 0, it&#039;s ignored, if the sniper penalty rises above 0 it&#039;s ignored, and the shotgun formula always applies&#039;&#039;&#039;. &#039;&#039;x&#039;&#039; and &#039;&#039;y&#039;&#039; describe the distance in tiles along each axis between the target and the shooter (i.e. Pythagoras is used to get the proper distance on any angle, so ten tiles in a straight line are about equal in distance to seven along a 45° angle). Final results are rounded down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Standard Guns &lt;br /&gt;
! Shotgun Class&lt;br /&gt;
! Sniper Class&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Standard_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Shotgun_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Sniper_Accuracy_(EU2012).png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an example, if standing directly next to your target (non diagonally) most guns get +37%, shotguns get +50%, and snipers take a -24% penalty. The bonus does indeed increase higher still if you manage to get your unit on the &#039;&#039;same&#039;&#039; tile as an enemy.&lt;br /&gt;
&lt;br /&gt;
In addition, a very slight fractional penalty may be applied depending on the &#039;&#039;direction&#039;&#039; the shot is coming from. For example, a soldier with a rifle sitting an exact two tiles away from an alien may have a 33% range bonus, but another soldier with the same weapon and at the same distance might only get a 32% bonus if he&#039;s on a 90° angle (it appears this is because the base bonus drops from 42 to 41.6 in such a case, though the reason for this is unknown).&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheet/ccc?key=0Ak4bQY2TV98AdG9aeVVRR095T21RR1AzR1ZvZ1IxTVE#gid=0 A list of pre-calculated values for some ranges have been recorded here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The partial brackets used in the shotgun formula represent a floor operation, or to put it another way, &amp;quot;round this value down&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2: These formulas may not be 100% accurate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Terrain - Cover &amp;amp; Height==&lt;br /&gt;
Aside from the aim/defence bonuses available to each unit through their own powers and abilities, the environment also plays a key part in determining chance to hit.&lt;br /&gt;
&lt;br /&gt;
One of your primary sources of defence - especially in the early game, before you can equip some decent [[Armor (EU2012)|armour]] - is [[Cover (EU2012)|cover]]. While understanding the full mechanics of cover is important (when it applies, how to circumvent it, and the risks of relying on it), for the purposes of accuracy the rules are that a half shield gives +20% defence, a full shield gives +40% defence, and if the firing unit has a [[Flanking (EU2012)|flank]] or the target has no cover at all, then the shooter instead gets a [[Critical_Hits_(EU2012)|crit chance]] bonus.&lt;br /&gt;
&lt;br /&gt;
If a flank isn&#039;t possible and the cover can&#039;t be removed, a good way to get around it is with the height bonus - a unit on higher ground gets +20% aim bonus against units on lower ground. [[Sniper (EU2012)|Snipers]] can add another +10% to aim and +10% to defense with the Damn Good Ground perk, this perk also works when flying much higher than the enemy. Most flying units (all except Hover S.H.I.V.s) possess Evasion ability which grants an equivalent of low cover (+20% defence) when flying, also making them immune to being flanked in the air.&lt;br /&gt;
&lt;br /&gt;
==Other Abilities==&lt;br /&gt;
Use of the hunker down [[Abilities_(EU2012)#General Abilities/Penalties|ability]] (available to most units so long as they&#039;re in cover) doubles your cover &#039;&#039;and&#039;&#039; armour bonus, but doesn&#039;t apply to perk bonuses such as the [[Assault (EU2012)|Assault&#039;s]] Tactical Sense.&lt;br /&gt;
&lt;br /&gt;
The similar-sounding Head Down ability - only available to non-combatant units as their only action other then moving - grants +10% defence to that unit regardless as to whether they have cover or not.&lt;br /&gt;
&lt;br /&gt;
Finally, [[Overwatch (EU2012)|Overwatch]] shots are taken at a 0.7 accuracy modifier, further increased by another 0.7 modifier if the target is dashing. This is mitigated somewhat in that moving units don&#039;t get cover, but keep it in mind when setting up ambushes. Regarding the [[Support (EU2012)|Support&#039;s]] Covering Fire perk, which allows overwatch shots on units that are in cover, there&#039;s no indication if the game considers the unit&#039;s cover or not.&lt;br /&gt;
&lt;br /&gt;
==When The Game Cheats...==&lt;br /&gt;
&lt;br /&gt;
[http://forums.penny-arcade.com/discussion/comment/24637521/#Comment_24637521 It&#039;s been reported] that on [[Difficulty (EU2012)|difficulties]] below Classic, invisible adjustments may be placed on aim when you&#039;re low on units. The only way to incorporate them into your tactics is fore-knowledge, as they don&#039;t show up on the shot info screen and aren&#039;t factored into the chance to hit the game shows you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;All of the below only apply if you have &#039;&#039;&#039;four soldiers&#039;&#039;&#039; or less in play:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy &amp;amp; Normal modes&#039;&#039;&#039;&lt;br /&gt;
* Chance to hit is 120% of the displayed value. Hence if you see 84% or above, the shot should always hit.&lt;br /&gt;
* Alien aim get a cumulative -10% for every consecutive hit on your units, resetting when they miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;and is capped at 30%&#039;&#039;.&lt;br /&gt;
If the number of soldiers is 4 or less, and your squad has taken casualties (KIAs or Critical Wounds):&lt;br /&gt;
* Your aim is increased by four minus the amount of soldiers you still have, times 15%. Hence having one soldier in play grants him a +45% aim bonus.&lt;br /&gt;
* Alien aim is reduced by four minus the amount of soldiers you still have, times 25%. Hence having one soldier in play grants him a +75% defence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;but otherwise has no cap&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If on easy with exactly four soldiers active, or normal with four or less, shots with a stated accuracy higher then 95% are capped down to 95% - [http://forums.penny-arcade.com/discussion/comment/24643310/#Comment_24643310 &#039;&#039;unless&#039;&#039; they would reach 100% or more, in which case they are unaffected and should always hit].&lt;br /&gt;
&lt;br /&gt;
Adjustments are made on a side-wide basis - for example, if a given soldier misses, he&#039;s not the only one who could benefit from the resulting bonus for your team&#039;s next shot.&lt;br /&gt;
&lt;br /&gt;
===Source===&lt;br /&gt;
* XComGame.upk, XGAbility_Targeted class, AdjustToHit and CalculatedOdds functions.&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
While [[Psionic_(EU2012)|psionic abilities]] have their own mechanics for determining the odds of success, two are relevant in the discussion of firing accuracy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Fray&#039;&#039;&#039; is the first ability granted to any budding psi-user, and against most races, deals very reliable (if not guaranteed!) damage. Assuming it doesn&#039;t pop the enemy&#039;s head outright, that unit will suffer debuffs for two turns including a large -25% aim penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; is purely defensive; it acts like a dense one-turn smoke cloud, granting +40% defence to any units standing near the point it was triggered. However, taking it precludes the use of &#039;&#039;&#039;Mind Control&#039;&#039;&#039;, which is perhaps a better defensive option - after all, taking total control of your enemy prevents them from shooting at you in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The RNG==&lt;br /&gt;
&#039;&#039;Random Number Generators&#039;&#039; (or RNGs) are common algorithms intended to produce sets of unpredictable numbers. They&#039;re not usually written by regular developers, but are rather provided by the programming languages they use. Think of them like dice, but you can choose the amount of sides - when XCOM calls its RNG to see if your shot hit or not, it&#039;s metaphorically rolling a hundred-sided die; if the result is a number higher then your chance to hit, the shot misses. Likewise, if you&#039;ve seen any intentionally random behaviour in any game, then an RNG is behind it.&lt;br /&gt;
&lt;br /&gt;
Computers lack the facilities to &amp;quot;make numbers up&amp;quot;. So, RNGs instead calculate figures based on at least two bits of information: a &amp;quot;seed&amp;quot; value, and the amount of numbers that&#039;ve been returned since that seed was first used (or, sticking with the dice example, the number of &amp;quot;rolls&amp;quot; you&#039;ve made with them since starting your game).&lt;br /&gt;
&lt;br /&gt;
Because of this, if you choose a given seed value and ask for five rolls in a row then start over and do another five rolls with the same seed, you&#039;ll get the same numbers back in the same order every time. Hence to achieve results that appear truly &amp;quot;random&amp;quot; to the user, standard technique is to choose a seed value that&#039;d be very hard to predict (such as the time taken from the system clock) then never intentionally use that seed again.&lt;br /&gt;
&lt;br /&gt;
XCOM (amongst other Firaxis games) deviates from the usual way of doing things in one way - by recording the seed and roll count when you save your game. Hence if you save the game before firing, then reload and try it again, the same seed &amp;amp; roll count gets used and the result generated is the same.&lt;br /&gt;
&lt;br /&gt;
This may give an impression that the game&#039;s events are pre-determined, but they&#039;re truthfully only calculated when and where they&#039;re required - no one knows what&#039;ll happen until you go ahead and make that shot for the first time. The point is to prevent players from cheating by reloading high-risk shots over and over until the dice roll in their favour and they hit. If you took a high-risk gamble, your save slot won&#039;t allow you to dodge the consequences.&lt;br /&gt;
&lt;br /&gt;
That&#039;s not to say that the system can&#039;t be exploited - if your assault just missed a 98% accurate shot, you COULD reload the game and just have him do nothing. Assuming the alien has about the same chance of hitting (or less), it&#039;ll be the one to suffer the effects of that low roll when it fires - not you. You can also do things in a different order, so if you take a 50% shot and an 80% shot and they both miss, try reloading and taking the shots in the opposite order, the 80% one may well hit this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related reading:&#039;&#039;&#039;&lt;br /&gt;
* [https://docs.google.com/spreadsheet/ccc?key=0An6FkQu13utWdE5hMnFUWURRY2dDVHdYZzJhTERSV0E#gid=0 Mandemon&#039;s firing logs]&lt;br /&gt;
* [http://www.schwanenlied.me/yawning/XCOM/XCOMPRNG.html Yawning Angel&#039;s analysis of the &#039;&#039;XCOM: Enemy Unknown&#039;&#039; RNG]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
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[[Category:Enemy Unknown (2012)]][[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=58434</id>
		<title>Chance to Hit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=58434"/>
		<updated>2014-08-04T14:22:43Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Terrain - Cover &amp;amp; Height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}[[Image:SCOPE_bonus_stack.jpg|right|thumb|250px|An example of the shot info display.]]In &#039;&#039;[[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]&#039;&#039;, the [[Gameplay_Mechanics_(EU2012)|game mechanic]] that determines whether any given shot will land on your target is based on the sum total of a number of variables. Some work for you, some work against you, but all are additive: if you&#039;re told that shiny new rifle gives you a +10% Aim, then indeed your final chance to hit simply goes up from eg 65% to 75% when using it. The chance to score a [[Critical_Hits_(EU2012)|critical hit]] is calculated in much the same way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim&#039;&#039;&#039; (or &#039;&#039;&#039;Attack&#039;&#039;&#039;) is the base statistic each unit has which accounts for the bulk of its accuracy in battle. For [[Soldiers (EU2012)|XCOM soldiers]], this goes up at a set rate based on [[Soldiers_(EU2012)#Ranks|rank]] and [[Classes_(EU2012)|class]], whereas for [[Alien_Life_Forms_(EU2012)|aliens]] it&#039;s determined by their race and the [[Difficulty_(EU2012)|difficulty level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defence&#039;&#039;&#039;, on the other hand, is the statistic which lowers each unit&#039;s chance to &#039;&#039;be&#039;&#039; hit. Your units may improve their base defence stat pre-battle by donning certain forms of [[Armor_(EU2012)|armour]] (keeping in mind that most only grant additional health points, lessening the &#039;&#039;effects&#039;&#039; of damage, rather then your chance to avoid it altogether). Some alien races have an innate defensive bonus which is increased on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
In addition, units may source additional aim/defence bonuses from [[#Solder Stats|soldier perks]], [[#Other Factors|terrain factors]] and [[#Equipment|equipment]], [[Cover_(EU2012)|cover]] being one of the most important examples.&lt;br /&gt;
&lt;br /&gt;
Just before OK&#039;ing a shot on your target, you may select &amp;quot;More Info&amp;quot; within the game&#039;s HUD to see a list of which modifiers would apply to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chance to Hit Calculation==&lt;br /&gt;
The actual formula [http://forums.nexusmods.com/index.php?/topic/1464650-long-war-3-ew-beta-feedback/page-241#entry13574005] seems to be:  &lt;br /&gt;
&lt;br /&gt;
 Aim (unit stat + modifiers) - Defence (unit stat + modifiers) = total (clamped to 1%, if negative) + range modifier = final result&lt;br /&gt;
&lt;br /&gt;
This formula explains the oddities of when units get hit while hunkered down in full cover, since it is impossible to completely miss a shot due to the clamp. The later addition of the range bonus after the aim/defence values are calculated also makes it more likely to get a hit, if the shooter is close to the target. &lt;br /&gt;
&lt;br /&gt;
==Solder Stats==&lt;br /&gt;
A typical XCOM rookie starts off with a flat 65 Aim stat. Generally, as their [[Soldiers_(EU2012)#Ranks|rank]] improves, they gain additional points at a static rate (that is to say, a Lieutenant Sniper will always have an Aim stat of 84). [[Second_Wave_(EU2012)|Second Wave]] options can instead be used to mix up the abilities of your ranks -  &#039;&#039;&amp;quot;Not Created Equally&amp;quot;&#039;&#039; has them start with an aim stat of somewhere from 55 to 80, whereas &#039;&#039;&amp;quot;Hidden Potential&amp;quot;&#039;&#039; randomises their gains.&lt;br /&gt;
&lt;br /&gt;
The [[DLC (EU2012)|DLC]] unit [[Shaojie Zhang (EU2012)|Shaojie Zhang]] has an extra +5 Aim relative to other non-[[Second_Wave_(EU2012)|Second Wave]] affected heavies. [[Hero (EU2012)|Heroes]] may also exceed the norm ([[Ken Levine (EU2012)|Ken Levine]] in particular clocks in with a massive score of 200, nearly double the usual potential of his sniper class!).&lt;br /&gt;
&lt;br /&gt;
In addition to their base stats, each [[Classes_(EU2012)|class]] may choose from a variety of perks which can potentially improve accuracy, decrease it in exchange for another bonus, raise their defence, or affect the aim/defence values of other units in play:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS ASSAULT.png|left|24px]]&#039;&#039;&#039;[[Assault (EU2012)|Assaults]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|The [[Assault (EU2012)|Assault]] class sports moderate accuracy, but their shotguns grant huge bonuses at near range - and they&#039;re very good at closing the distance. At distances further then ten tiles, their pistols (or perhaps rifles, if equipped) make for more reliable damage, albeit somewhat reduced in power. They can acquire abilities that improve their defence when up in the alien&#039;s faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 89 (+4) || &#039;&#039;+ 24&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Flush&amp;lt;/font&amp;gt;: Reduced [[Damage_(EU2012)|damage]] for a +30% aim (also forces the target to move).&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Rapid Fire&amp;lt;/font&amp;gt;: Two shots, but at a -15% aim penalty to each.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Tactical Sense&amp;lt;/font&amp;gt;: A +5% defensive bonus for every enemy unit that the assault can see (up to 20%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Aggression&amp;lt;/font&amp;gt;: A +10% [[Critical_Hits_(EU2012)|crit chance]] bonus for every enemy unit that the assault can see (up to 30%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Close &amp;amp; Personal&amp;lt;/font&amp;gt;: Up to a +30% [[Critical_Hits_(EU2012)|crit chance]] bonus depending on the distance to the target &#039;&#039;(what distances for what bonuses?)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS HEAVY.png|left|24px]]&#039;&#039;&#039;[[Heavy (EU2012)|Heavies]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy (EU2012)|Heavies]] have very poor aim compared to other classes, but make up for it with a number of abilities which ignore the stat, and at close range their accuracy improves somewhat. Their rockets always have at least a 90% chance to strike their targets, and having them open up on your enemies first can often result in them destroying alien [[Cover_(EU2012)|cover]] or granting other accuracy benefits to their squad-mates (whether the heavies themselves manage to hit or not).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 67 (+2) || 68 (+1) || 69 (+1) || 70 (+1) || 71 (+1) || 73 (+2) || 75 (+2) || &#039;&#039;+10&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Holo-Targeting&amp;lt;/font&amp;gt;: +10% aim to all other allied fire on the target until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Suppression&amp;lt;/font&amp;gt;: The [[Suppression_(EU2012)|Suppression]] ability inflicts a -30% to the target&#039;s aim until next turn or until the heavy is damaged. If Danger Zone is taken it can affect multiple units close to the target, and with Mayhem, it also deals slight (but guaranteed) damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS SNIPER.png|left|24px]]&#039;&#039;&#039;[[Sniper (EU2012)|Snipers]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper (EU2012)|Snipers]] gain no accuracy bonuses from their high-powered rifles, and in fact take a &#039;&#039;penalty&#039;&#039; if they try to use them at close range (pistols have a better chance to hit at distances less then ten tiles). However, their innate accuracy stats are through the roof, and optional abilities at higher ranks may push them even higher.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 75 (+10) || 78 (+3) || 81 (+3) || 84 (+3) || 88 (+4) || 95 (+7) || 105 (+10) || &#039;&#039;+ 40&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Damn Good Ground&amp;lt;/font&amp;gt;: A passive +10% aim &#039;&#039;and&#039;&#039; defence while above the target (even if flying by way of [[Archangel_Armor_(EU2012)|Archangel Armour]]).&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Executioner&amp;lt;/font&amp;gt;: A passive +10% aim if the target has less then 50% health.&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Opportunist&amp;lt;/font&amp;gt;: Removes the aim penalty (and [[Critical_Hits_(EU2012)|crit]] restriction) from [[Overwatch_(EU2012)|Overwatch]] shots.&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Snap Shot&amp;lt;/font&amp;gt;: Allows firing as a second action, but at a -20% aim penalty. On the Enemy Within DLC, the penalty has been reduced to -10.  &#039;&#039;(Due to a bug, taking this perk applies this penalty to extra shots granted by Double Tap as well.)&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Disabling Shot&amp;lt;/font&amp;gt;: Shot empties the target&#039;s weapon, but at a -10% aim penalty.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Low Profile&amp;lt;/font&amp;gt;: The sniper receives a high cover bonus of +40% while in low cover, rather then the usual +20%.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Headshot&amp;lt;/font&amp;gt;: A +30% chance to [[Critical_Hits_(EU2012)|crit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
&lt;br /&gt;
===[[File: CLASS SUPPORT.png|left|24px]]&#039;&#039;&#039;[[Support (EU2012)|Supports]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Support (EU2012)|Supports]] are very &amp;quot;mid-range&amp;quot; in terms of accuracy, and their potential damage output isn&#039;t anything to brag about in comparison to other classes. It should be noted that regardless of range, the rifles and pistols available to them will typically each have the same chance to hit as the other (excluding any weapon-specific bonuses, such as that available to the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Foundry_(EU2012)|Foundry]]-upgraded pistols). Their smoke grenades can grant defence bonuses to units they cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 90 (+5) || &#039;&#039;+ 25&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim-related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Combat Drugs&amp;lt;/font&amp;gt;: A passive bonus granting a +20% aim and +10% [[Critical_Hits_(EU2012)|crit chance]] bonus to units firing from within the support&#039;s smoke clouds.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Smoke Grenade&amp;lt;/font&amp;gt;: Creates a two-turn smoke cloud granting +20% defence to all units (friend or foe) within it.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Rifle Suppression&amp;lt;/font&amp;gt;: -30% to target&#039;s aim until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Dense Smoke&amp;lt;/font&amp;gt;: A passive bonus causing the support&#039;s smoke clouds to grant +40% defence instead of the regular 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alien Stats==&lt;br /&gt;
[[Alien_Life_Forms_(EU2012)|Aliens]] are, for the most part, about on par with lower-ranked XCOM soldiers, though on [[Difficulty_(EU2012)|difficulty levels]] above normal they receive a +10 aim/crit bonus (and an extra +10 aim for [[Outsider (EU2012)|Outsider]]s and [[Muton (EU2012)#Muton Elite |Muton Elite]]s on Impossible).&lt;br /&gt;
&lt;br /&gt;
Many aliens have innate defensive bonuses, which XCOM solders require certain forms of [[Armor_(EU2012)|armour]] to acquire.&lt;br /&gt;
&lt;br /&gt;
Whilst some aliens wield the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] seen earlier on in the game (especially favoured by [[Thin Man (EU2012)|Thin Men]]) which, in XCOM hands confers an additional +10 bonus to its wielder, this does not apply to aliens. Those aliens which use melee attacks (the [[Chryssalid (EU2012)|Chryssalid]], the [[Zombie (EU2012)|Zombie]], and the [[Muton (EU2012)#Muton Berserker|Muton Berserker]]) never miss.&lt;br /&gt;
&lt;br /&gt;
[[Floater (EU2012)|Floaters]] in particular gain +20% defence whenever in flight. This can be circumvented if they&#039;re actually using real [[Cover (EU2012)|cover]] and you manage to [[Flanking (EU2012)|flank]] them.&lt;br /&gt;
&lt;br /&gt;
While it may seem strange that the slow and hulking [[Sectopod (EU2012)|Sectopod]] is somehow harder to hit then the fast and agile [[Thin Man (EU2012)|Thin Man]], bear in mind certain aliens - like your [[SHIV (EU2012)|SHIVs]] - cannot use cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Name &lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
! Name&lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
|-&lt;br /&gt;
![[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Outsider (EU2012)|Outsider]]&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|- &lt;br /&gt;
![[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Floater (EU2012)|Floater]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
![[Chryssalid  (EU2012)|Chryssalid ]]&lt;br /&gt;
|Melee&lt;br /&gt;
|10*&lt;br /&gt;
![[Muton (EU2012)|Muton]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
![[Zombie (EU2012)|Zombie]]&lt;br /&gt;
|Melee&lt;br /&gt;
|0*&lt;br /&gt;
![[Drone (EU2012)|Drone]]&lt;br /&gt;
|60&lt;br /&gt;
|10**&lt;br /&gt;
|-&lt;br /&gt;
![[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
|70&lt;br /&gt;
|10**&lt;br /&gt;
![[Sectoid (EU2012)#Sectoid Commander |Sectoid Commander]]&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Muton (EU2012)#Muton Berserker|Muton Berserker]]&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
![[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|80&lt;br /&gt;
|30*&lt;br /&gt;
|-&lt;br /&gt;
![[Floater (EU2012)#Heavy Floater |Heavy Floater]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
![[Muton (EU2012)#Muton Elite |Muton Elite]]&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
![[Ethereal (EU2012)#Uber Ethereal|Uber Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses, but do however gain extra defense while in flight.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
There are three main types of equipment available to you that can affect accuracy: [[Weapons_(EU2012)|weapons]], [[Armor_(EU2012)|armour]] and [[Engineering_(EU2012)#Build_Items|items]].&lt;br /&gt;
&lt;br /&gt;
Of all the guns you may equip, only &#039;&#039;one&#039;&#039; offers improved accuracy over others of its kind - the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], which adds +10% to any shots made with it. &#039;&#039;(Can someone please confirm with source as to whether aliens get this bonus?)&#039;&#039; However, each &#039;&#039;class&#039;&#039; of weapon - shotguns, snipers, or &amp;quot;other&amp;quot; - handles accuracy differently [[#Weapon Range|depending on range]].&lt;br /&gt;
&lt;br /&gt;
The [[Foundry_(EU2012)|Foundry]] project [[Foundry_(EU2012)#Improved_Pistol_II|Improved Pistol II]] states that it offers a +10% to pistol aim. At the time of the [[Patches_(EU2012)#2013-01-08|current patch]], this function is [[Bugs_(EU2012)#Second_Foundry_pistol_upgrade_doesn.27t_function|bugged]] and doesn&#039;t actually grant any bonus (although it DOES appear amongst the list of bonuses that will apply to your shots, it&#039;s NOT added on to the final total. [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] has this bug fixed.&lt;br /&gt;
&lt;br /&gt;
Hence the main item to turn to when looking for a little extra reliability is the [[S.C.O.P.E._(EU2012)|S.C.O.P.E.]], which grants an additional +10% aim (and, with [[Foundry_(EU2012)#S.C.O.P.E._Upgrade|the right upgrade]], [[Critical_Hits_(EU2012)|crit chance]]) to all conventional weapons. [[#Heavies|Heavies]] in particular find this useful (due to their low base aim), but it&#039;s a solid choice for most any unit.&lt;br /&gt;
&lt;br /&gt;
The [[Arc_Thrower_(EU2012)|Arc Thrower]] is notable in that it&#039;s not considered a weapon, and uses entirely different firing mechanics - its chance to hit depends only on the health of the target. Explosive weapons are another exception, in that they always hit everything within their blast radius - for those, a &amp;quot;miss&amp;quot; constitutes somehow firing them in an entirely different direction to where they were aimed.&lt;br /&gt;
&lt;br /&gt;
Conversely, some forms of armour can allow you to raise your defence, reducing the chance of alien shots landing. While all types grant additional hit points, [[Skeleton_Suit_(EU2012)|Skeleton Suits]] and [[Psi_Armor_(EU2012)|Psi Armour]] grant +10% defence to the wearer at all times, whilst [[Ghost_Armor_(EU2012)|Ghost Armor]] gives +20% even without cloaking (the equivalent to being in low [[Cover (EU2012)|cover]] - which &#039;&#039;stacks&#039;&#039; if they really &#039;&#039;are&#039;&#039; in cover).&lt;br /&gt;
&lt;br /&gt;
In fact, when you consider that Skeleton Suits also grant additional movement points and the grapple - and are actually cheaper to produce then [[Carapace_Armor_(EU2012)|Carapace Armour]] - they may be the better choice for your units regardless of class. Its one deficit is a single less hit point.&lt;br /&gt;
&lt;br /&gt;
Contrary to its item description, [[Archangel_Armor_(EU2012)|Archangel Armour]] &#039;&#039;does&#039;&#039; grant bonuses to your units when taking flight (but not when they&#039;re grounded). Taking to the air above your opponents grants the usual +20% aim and defence bonuses against them (same as for units such as [[Floater (EU2012)|Floaters]] and [[Hover_SHIV_(EU2012)|Hover SHIVs]]), and for [[#Snipers|Snipers]], also triggers the Damn Good Ground perk - granting an additional +10% to each. Airbourne snipers can practically ignore high cover guarding aliens.&lt;br /&gt;
&lt;br /&gt;
==Weapon Range==&lt;br /&gt;
An aim bonus may be granted based on the distance to the target, depending on the type of [[Weapons_(EU2012)|weapon]] used. For the purposes of determining this bonus, guns always fall into one of three different categories: shotguns, sniper rifles, or &amp;quot;everything else&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Most - from the humble [[Pistol_(EU2012)|Pistol]] through to the legendary [[Heavy_Plasma_(EU2012)|Heavy Plasma]] - are treated the same in terms of accuracy. Have two soldiers at the same distance from your target, each&#039;ll get the same range bonus as the other. Such weapons may only receive range &#039;&#039;bonuses&#039;&#039; - if you&#039;re too far away to receive one (ten tiles or more), then there&#039;s no penalty.&lt;br /&gt;
&lt;br /&gt;
The rifles used by [[Sniper (EU2012)|Snipers]], on the other hand, are the reverse: being &#039;&#039;closer&#039;&#039; then ten tiles inflicts a &#039;&#039;penalty&#039;&#039;, and moving further away simply lessons this until it goes away completely.&lt;br /&gt;
&lt;br /&gt;
The only weapon type that has access to a range bonus &#039;&#039;in addition&#039;&#039; to a penalty is the shotgun class used by [[Assault (EU2012)|Assault]]s. A distance of less then ten tiles sees their accuracy spike up quickly; but a distance &#039;&#039;further&#039;&#039; then ten tiles inflicts a penalty at the same rate (though oddly enough, &#039;&#039;no&#039;&#039; such penalty applies to their [[Damage (EU2012)|damage]] - &#039;&#039;if&#039;&#039; they happen to hit at long range, they&#039;ll be just as devastating as a point-blank blast to the face).&lt;br /&gt;
&lt;br /&gt;
The following formulas describe accuracy drop-off. Again, note that &#039;&#039;&#039;if the standard weapon bonus drops below 0, it&#039;s ignored, if the sniper penalty rises above 0 it&#039;s ignored, and the shotgun formula always applies&#039;&#039;&#039;. &#039;&#039;x&#039;&#039; and &#039;&#039;y&#039;&#039; describe the distance in tiles along each axis between the target and the shooter (i.e. Pythagoras is used to get the proper distance on any angle, so ten tiles in a straight line are about equal in distance to seven along a 45° angle). Final results are rounded down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Standard Guns &lt;br /&gt;
! Shotgun Class&lt;br /&gt;
! Sniper Class&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Standard_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Shotgun_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Sniper_Accuracy_(EU2012).png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an example, if standing directly next to your target (non diagonally) most guns get +37%, shotguns get +50%, and snipers take a -24% penalty. The bonus does indeed increase higher still if you manage to get your unit on the &#039;&#039;same&#039;&#039; tile as an enemy.&lt;br /&gt;
&lt;br /&gt;
In addition, a very slight fractional penalty may be applied depending on the &#039;&#039;direction&#039;&#039; the shot is coming from. For example, a soldier with a rifle sitting an exact two tiles away from an alien may have a 33% range bonus, but another soldier with the same weapon and at the same distance might only get a 32% bonus if he&#039;s on a 90° angle (it appears this is because the base bonus drops from 42 to 41.6 in such a case, though the reason for this is unknown).&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheet/ccc?key=0Ak4bQY2TV98AdG9aeVVRR095T21RR1AzR1ZvZ1IxTVE#gid=0 A list of pre-calculated values for some ranges have been recorded here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The partial brackets used in the shotgun formula represent a floor operation, or to put it another way, &amp;quot;round this value down&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2: These formulas may not be 100% accurate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Terrain - Cover &amp;amp; Height==&lt;br /&gt;
Aside from the aim/defence bonuses available to each unit through their own powers and abilities, the environment also plays a key part in determining chance to hit.&lt;br /&gt;
&lt;br /&gt;
One of your primary sources of defence - especially in the early game, before you can equip some decent [[Armor (EU2012)|armour]] - is [[Cover (EU2012)|cover]]. While understanding the full mechanics of cover is important (when it applies, how to circumvent it, and the risks of relying on it), for the purposes of accuracy the rules are that a half shield gives +20% defence, a full shield gives +40% defence, and if the firing unit has a [[Flanking (EU2012)|flank]] or the target has no cover at all, then the shooter instead gets a [[Critical_Hits_(EU2012)|crit chance]] bonus.&lt;br /&gt;
&lt;br /&gt;
If a flank isn&#039;t possible and the cover can&#039;t be removed, a good way to get around it is with the height bonus - a unit on higher ground gets +20% aim bonus against units on lower ground. [[Sniper (EU2012)|Snipers]] can add another +10% to aim and +10% to defense with the Damn Good Ground perk, this perk also works when flying much higher than the enemy. Most flying units (all except Hover S.H.I.V.s) possess Evasion ability which grants an equivalent of low cover (+20% defence) when flying, also making them immune to being flanked in the air.&lt;br /&gt;
&lt;br /&gt;
==Other Abilities==&lt;br /&gt;
Use of the hunker down [[Abilities_(EU2012)#General Abilities/Penalties|ability]] (available to most units so long as they&#039;re in cover) doubles your cover &#039;&#039;and&#039;&#039; armour bonus, but doesn&#039;t apply to perk bonuses such as the [[Assault (EU2012)|Assault&#039;s]] Tactical Sense.&lt;br /&gt;
&lt;br /&gt;
The similar-sounding Head Down ability - only available to non-combatant units as their only action other then moving - grants +10% defence to that unit regardless as to whether they have cover or not.&lt;br /&gt;
&lt;br /&gt;
Finally, [[Overwatch (EU2012)|Overwatch]] shots are taken at a 0.7 accuracy modifier, further increased by another 0.7 modifier if the target is dashing. This is mitigated somewhat in that moving units don&#039;t get cover, but keep it in mind when setting up ambushes. Regarding the [[Support (EU2012)|Support&#039;s]] Covering Fire perk, which allows overwatch shots on units that are in cover, there&#039;s no indication if the game considers the unit&#039;s cover or not.&lt;br /&gt;
&lt;br /&gt;
==When The Game Cheats...==&lt;br /&gt;
&lt;br /&gt;
[http://forums.penny-arcade.com/discussion/comment/24637521/#Comment_24637521 It&#039;s been reported] that on [[Difficulty (EU2012)|difficulties]] below Classic, invisible adjustments may be placed on aim when you&#039;re low on units. The only way to incorporate them into your tactics is fore-knowledge, as they don&#039;t show up on the shot info screen and aren&#039;t factored into the chance to hit the game shows you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;All of the below only apply if you have &#039;&#039;&#039;four soldiers&#039;&#039;&#039; or less in play:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy &amp;amp; Normal modes&#039;&#039;&#039;&lt;br /&gt;
* Chance to hit is 120% of the displayed value. Hence if you see 84% or above, the shot should always hit.&lt;br /&gt;
* Alien aim get a cumulative -10% for every consecutive hit on your units, resetting when they miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;and is capped at 30%&#039;&#039;.&lt;br /&gt;
If the number of soldiers is 4 or less, and your squad has taken casualties (KIAs or Critical Wounds):&lt;br /&gt;
* Your aim is increased by four minus the amount of soldiers you still have, times 15%. Hence having one soldier in play grants him a +45% aim bonus.&lt;br /&gt;
* Alien aim is reduced by four minus the amount of soldiers you still have, times 25%. Hence having one soldier in play grants him a +75% defence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;but otherwise has no cap&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If on easy with exactly four soldiers active, or normal with four or less, shots with a stated accuracy higher then 95% are capped down to 95% - [http://forums.penny-arcade.com/discussion/comment/24643310/#Comment_24643310 &#039;&#039;unless&#039;&#039; they would reach 100% or more, in which case they are unaffected and should always hit].&lt;br /&gt;
&lt;br /&gt;
Adjustments are made on a side-wide basis - for example, if a given soldier misses, he&#039;s not the only one who could benefit from the resulting bonus for your team&#039;s next shot.&lt;br /&gt;
&lt;br /&gt;
===Source===&lt;br /&gt;
* XComGame.upk, XGAbility_Targeted class, AdjustToHit and CalculatedOdds functions.&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
While [[Psionic_(EU2012)|psionic abilities]] have their own mechanics for determining the odds of success, two are relevant in the discussion of firing accuracy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Fray&#039;&#039;&#039; is the first ability granted to any budding psi-user, and against most races, deals very reliable (if not guaranteed!) damage. Assuming it doesn&#039;t pop the enemy&#039;s head outright, that unit will suffer debuffs for two turns including a large -25% aim penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; is purely defensive; it acts like a dense one-turn smoke cloud, granting +40% defence to any units standing near the point it was triggered. However, taking it precludes the use of &#039;&#039;&#039;Mind Control&#039;&#039;&#039;, which is perhaps a better defensive option - after all, taking total control of your enemy prevents them from shooting at you in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The RNG==&lt;br /&gt;
&#039;&#039;Random Number Generators&#039;&#039; (or RNGs) are common algorithms intended to produce sets of unpredictable numbers. They&#039;re not usually written by regular developers, but are rather provided by the programming languages they use. Think of them like dice, but you can choose the amount of sides - when XCOM calls its RNG to see if your shot hit or not, it&#039;s metaphorically rolling a hundred-sided die; if the result is a number higher then your chance to hit, the shot misses. Likewise, if you&#039;ve seen any intentionally random behaviour in any game, then an RNG is behind it.&lt;br /&gt;
&lt;br /&gt;
Computers lack the facilities to &amp;quot;make numbers up&amp;quot;. So, RNGs instead calculate figures based on at least two bits of information: a &amp;quot;seed&amp;quot; value, and the amount of numbers that&#039;ve been returned since that seed was first used (or, sticking with the dice example, the number of &amp;quot;rolls&amp;quot; you&#039;ve made with them since starting your game).&lt;br /&gt;
&lt;br /&gt;
Because of this, if you choose a given seed value and ask for five rolls in a row then start over and do another five rolls with the same seed, you&#039;ll get the same numbers back in the same order every time. Hence to achieve results that appear truly &amp;quot;random&amp;quot; to the user, standard technique is to choose a seed value that&#039;d be very hard to predict (such as the time taken from the system clock) then never intentionally use that seed again.&lt;br /&gt;
&lt;br /&gt;
XCOM (amongst other Firaxis games) deviates from the usual way of doing things in one way - by recording the seed and roll count when you save your game. Hence if you save the game before firing, then reload and try it again, the same seed &amp;amp; roll count gets used and the result generated is the same.&lt;br /&gt;
&lt;br /&gt;
This may give an impression that the game&#039;s events are pre-determined, but they&#039;re truthfully only calculated when and where they&#039;re required - no one knows what&#039;ll happen until you go ahead and make that shot for the first time. The point is to prevent players from cheating by reloading high-risk shots over and over until the dice roll in their favour and they hit. If you took a high-risk gamble, your save slot won&#039;t allow you to dodge the consequences.&lt;br /&gt;
&lt;br /&gt;
That&#039;s not to say that the system can&#039;t be exploited - if your assault just missed a 98% accurate shot, you COULD reload the game and just have him do nothing. Assuming the alien has about the same chance of hitting (or less), it&#039;ll be the one to suffer the effects of that low roll when it fires - not you. You can also do things in a different order, so if you take a 50% shot and an 80% shot and they both miss, try reloading and taking the shots in the opposite order, the 80% one may well hit this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related reading:&#039;&#039;&#039;&lt;br /&gt;
* [https://docs.google.com/spreadsheet/ccc?key=0An6FkQu13utWdE5hMnFUWURRY2dDVHdYZzJhTERSV0E#gid=0 Mandemon&#039;s firing logs]&lt;br /&gt;
* [http://www.schwanenlied.me/yawning/XCOM/XCOMPRNG.html Yawning Angel&#039;s analysis of the &#039;&#039;XCOM: Enemy Unknown&#039;&#039; RNG]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]][[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=58433</id>
		<title>Chance to Hit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=58433"/>
		<updated>2014-08-04T14:20:34Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Terrain - Cover &amp;amp; Height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}[[Image:SCOPE_bonus_stack.jpg|right|thumb|250px|An example of the shot info display.]]In &#039;&#039;[[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]&#039;&#039;, the [[Gameplay_Mechanics_(EU2012)|game mechanic]] that determines whether any given shot will land on your target is based on the sum total of a number of variables. Some work for you, some work against you, but all are additive: if you&#039;re told that shiny new rifle gives you a +10% Aim, then indeed your final chance to hit simply goes up from eg 65% to 75% when using it. The chance to score a [[Critical_Hits_(EU2012)|critical hit]] is calculated in much the same way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim&#039;&#039;&#039; (or &#039;&#039;&#039;Attack&#039;&#039;&#039;) is the base statistic each unit has which accounts for the bulk of its accuracy in battle. For [[Soldiers (EU2012)|XCOM soldiers]], this goes up at a set rate based on [[Soldiers_(EU2012)#Ranks|rank]] and [[Classes_(EU2012)|class]], whereas for [[Alien_Life_Forms_(EU2012)|aliens]] it&#039;s determined by their race and the [[Difficulty_(EU2012)|difficulty level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defence&#039;&#039;&#039;, on the other hand, is the statistic which lowers each unit&#039;s chance to &#039;&#039;be&#039;&#039; hit. Your units may improve their base defence stat pre-battle by donning certain forms of [[Armor_(EU2012)|armour]] (keeping in mind that most only grant additional health points, lessening the &#039;&#039;effects&#039;&#039; of damage, rather then your chance to avoid it altogether). Some alien races have an innate defensive bonus which is increased on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
In addition, units may source additional aim/defence bonuses from [[#Solder Stats|soldier perks]], [[#Other Factors|terrain factors]] and [[#Equipment|equipment]], [[Cover_(EU2012)|cover]] being one of the most important examples.&lt;br /&gt;
&lt;br /&gt;
Just before OK&#039;ing a shot on your target, you may select &amp;quot;More Info&amp;quot; within the game&#039;s HUD to see a list of which modifiers would apply to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chance to Hit Calculation==&lt;br /&gt;
The actual formula [http://forums.nexusmods.com/index.php?/topic/1464650-long-war-3-ew-beta-feedback/page-241#entry13574005] seems to be:  &lt;br /&gt;
&lt;br /&gt;
 Aim (unit stat + modifiers) - Defence (unit stat + modifiers) = total (clamped to 1%, if negative) + range modifier = final result&lt;br /&gt;
&lt;br /&gt;
This formula explains the oddities of when units get hit while hunkered down in full cover, since it is impossible to completely miss a shot due to the clamp. The later addition of the range bonus after the aim/defence values are calculated also makes it more likely to get a hit, if the shooter is close to the target. &lt;br /&gt;
&lt;br /&gt;
==Solder Stats==&lt;br /&gt;
A typical XCOM rookie starts off with a flat 65 Aim stat. Generally, as their [[Soldiers_(EU2012)#Ranks|rank]] improves, they gain additional points at a static rate (that is to say, a Lieutenant Sniper will always have an Aim stat of 84). [[Second_Wave_(EU2012)|Second Wave]] options can instead be used to mix up the abilities of your ranks -  &#039;&#039;&amp;quot;Not Created Equally&amp;quot;&#039;&#039; has them start with an aim stat of somewhere from 55 to 80, whereas &#039;&#039;&amp;quot;Hidden Potential&amp;quot;&#039;&#039; randomises their gains.&lt;br /&gt;
&lt;br /&gt;
The [[DLC (EU2012)|DLC]] unit [[Shaojie Zhang (EU2012)|Shaojie Zhang]] has an extra +5 Aim relative to other non-[[Second_Wave_(EU2012)|Second Wave]] affected heavies. [[Hero (EU2012)|Heroes]] may also exceed the norm ([[Ken Levine (EU2012)|Ken Levine]] in particular clocks in with a massive score of 200, nearly double the usual potential of his sniper class!).&lt;br /&gt;
&lt;br /&gt;
In addition to their base stats, each [[Classes_(EU2012)|class]] may choose from a variety of perks which can potentially improve accuracy, decrease it in exchange for another bonus, raise their defence, or affect the aim/defence values of other units in play:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS ASSAULT.png|left|24px]]&#039;&#039;&#039;[[Assault (EU2012)|Assaults]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|The [[Assault (EU2012)|Assault]] class sports moderate accuracy, but their shotguns grant huge bonuses at near range - and they&#039;re very good at closing the distance. At distances further then ten tiles, their pistols (or perhaps rifles, if equipped) make for more reliable damage, albeit somewhat reduced in power. They can acquire abilities that improve their defence when up in the alien&#039;s faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 89 (+4) || &#039;&#039;+ 24&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Flush&amp;lt;/font&amp;gt;: Reduced [[Damage_(EU2012)|damage]] for a +30% aim (also forces the target to move).&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Rapid Fire&amp;lt;/font&amp;gt;: Two shots, but at a -15% aim penalty to each.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Tactical Sense&amp;lt;/font&amp;gt;: A +5% defensive bonus for every enemy unit that the assault can see (up to 20%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Aggression&amp;lt;/font&amp;gt;: A +10% [[Critical_Hits_(EU2012)|crit chance]] bonus for every enemy unit that the assault can see (up to 30%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Close &amp;amp; Personal&amp;lt;/font&amp;gt;: Up to a +30% [[Critical_Hits_(EU2012)|crit chance]] bonus depending on the distance to the target &#039;&#039;(what distances for what bonuses?)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS HEAVY.png|left|24px]]&#039;&#039;&#039;[[Heavy (EU2012)|Heavies]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy (EU2012)|Heavies]] have very poor aim compared to other classes, but make up for it with a number of abilities which ignore the stat, and at close range their accuracy improves somewhat. Their rockets always have at least a 90% chance to strike their targets, and having them open up on your enemies first can often result in them destroying alien [[Cover_(EU2012)|cover]] or granting other accuracy benefits to their squad-mates (whether the heavies themselves manage to hit or not).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 67 (+2) || 68 (+1) || 69 (+1) || 70 (+1) || 71 (+1) || 73 (+2) || 75 (+2) || &#039;&#039;+10&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Holo-Targeting&amp;lt;/font&amp;gt;: +10% aim to all other allied fire on the target until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Suppression&amp;lt;/font&amp;gt;: The [[Suppression_(EU2012)|Suppression]] ability inflicts a -30% to the target&#039;s aim until next turn or until the heavy is damaged. If Danger Zone is taken it can affect multiple units close to the target, and with Mayhem, it also deals slight (but guaranteed) damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS SNIPER.png|left|24px]]&#039;&#039;&#039;[[Sniper (EU2012)|Snipers]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper (EU2012)|Snipers]] gain no accuracy bonuses from their high-powered rifles, and in fact take a &#039;&#039;penalty&#039;&#039; if they try to use them at close range (pistols have a better chance to hit at distances less then ten tiles). However, their innate accuracy stats are through the roof, and optional abilities at higher ranks may push them even higher.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 75 (+10) || 78 (+3) || 81 (+3) || 84 (+3) || 88 (+4) || 95 (+7) || 105 (+10) || &#039;&#039;+ 40&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Damn Good Ground&amp;lt;/font&amp;gt;: A passive +10% aim &#039;&#039;and&#039;&#039; defence while above the target (even if flying by way of [[Archangel_Armor_(EU2012)|Archangel Armour]]).&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Executioner&amp;lt;/font&amp;gt;: A passive +10% aim if the target has less then 50% health.&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Opportunist&amp;lt;/font&amp;gt;: Removes the aim penalty (and [[Critical_Hits_(EU2012)|crit]] restriction) from [[Overwatch_(EU2012)|Overwatch]] shots.&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Snap Shot&amp;lt;/font&amp;gt;: Allows firing as a second action, but at a -20% aim penalty. On the Enemy Within DLC, the penalty has been reduced to -10.  &#039;&#039;(Due to a bug, taking this perk applies this penalty to extra shots granted by Double Tap as well.)&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Disabling Shot&amp;lt;/font&amp;gt;: Shot empties the target&#039;s weapon, but at a -10% aim penalty.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Low Profile&amp;lt;/font&amp;gt;: The sniper receives a high cover bonus of +40% while in low cover, rather then the usual +20%.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Headshot&amp;lt;/font&amp;gt;: A +30% chance to [[Critical_Hits_(EU2012)|crit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
&lt;br /&gt;
===[[File: CLASS SUPPORT.png|left|24px]]&#039;&#039;&#039;[[Support (EU2012)|Supports]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Support (EU2012)|Supports]] are very &amp;quot;mid-range&amp;quot; in terms of accuracy, and their potential damage output isn&#039;t anything to brag about in comparison to other classes. It should be noted that regardless of range, the rifles and pistols available to them will typically each have the same chance to hit as the other (excluding any weapon-specific bonuses, such as that available to the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Foundry_(EU2012)|Foundry]]-upgraded pistols). Their smoke grenades can grant defence bonuses to units they cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 90 (+5) || &#039;&#039;+ 25&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim-related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Combat Drugs&amp;lt;/font&amp;gt;: A passive bonus granting a +20% aim and +10% [[Critical_Hits_(EU2012)|crit chance]] bonus to units firing from within the support&#039;s smoke clouds.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Smoke Grenade&amp;lt;/font&amp;gt;: Creates a two-turn smoke cloud granting +20% defence to all units (friend or foe) within it.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Rifle Suppression&amp;lt;/font&amp;gt;: -30% to target&#039;s aim until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Dense Smoke&amp;lt;/font&amp;gt;: A passive bonus causing the support&#039;s smoke clouds to grant +40% defence instead of the regular 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alien Stats==&lt;br /&gt;
[[Alien_Life_Forms_(EU2012)|Aliens]] are, for the most part, about on par with lower-ranked XCOM soldiers, though on [[Difficulty_(EU2012)|difficulty levels]] above normal they receive a +10 aim/crit bonus (and an extra +10 aim for [[Outsider (EU2012)|Outsider]]s and [[Muton (EU2012)#Muton Elite |Muton Elite]]s on Impossible).&lt;br /&gt;
&lt;br /&gt;
Many aliens have innate defensive bonuses, which XCOM solders require certain forms of [[Armor_(EU2012)|armour]] to acquire.&lt;br /&gt;
&lt;br /&gt;
Whilst some aliens wield the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] seen earlier on in the game (especially favoured by [[Thin Man (EU2012)|Thin Men]]) which, in XCOM hands confers an additional +10 bonus to its wielder, this does not apply to aliens. Those aliens which use melee attacks (the [[Chryssalid (EU2012)|Chryssalid]], the [[Zombie (EU2012)|Zombie]], and the [[Muton (EU2012)#Muton Berserker|Muton Berserker]]) never miss.&lt;br /&gt;
&lt;br /&gt;
[[Floater (EU2012)|Floaters]] in particular gain +20% defence whenever in flight. This can be circumvented if they&#039;re actually using real [[Cover (EU2012)|cover]] and you manage to [[Flanking (EU2012)|flank]] them.&lt;br /&gt;
&lt;br /&gt;
While it may seem strange that the slow and hulking [[Sectopod (EU2012)|Sectopod]] is somehow harder to hit then the fast and agile [[Thin Man (EU2012)|Thin Man]], bear in mind certain aliens - like your [[SHIV (EU2012)|SHIVs]] - cannot use cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Name &lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
! Name&lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
|-&lt;br /&gt;
![[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Outsider (EU2012)|Outsider]]&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|- &lt;br /&gt;
![[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Floater (EU2012)|Floater]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
![[Chryssalid  (EU2012)|Chryssalid ]]&lt;br /&gt;
|Melee&lt;br /&gt;
|10*&lt;br /&gt;
![[Muton (EU2012)|Muton]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
![[Zombie (EU2012)|Zombie]]&lt;br /&gt;
|Melee&lt;br /&gt;
|0*&lt;br /&gt;
![[Drone (EU2012)|Drone]]&lt;br /&gt;
|60&lt;br /&gt;
|10**&lt;br /&gt;
|-&lt;br /&gt;
![[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
|70&lt;br /&gt;
|10**&lt;br /&gt;
![[Sectoid (EU2012)#Sectoid Commander |Sectoid Commander]]&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Muton (EU2012)#Muton Berserker|Muton Berserker]]&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
![[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|80&lt;br /&gt;
|30*&lt;br /&gt;
|-&lt;br /&gt;
![[Floater (EU2012)#Heavy Floater |Heavy Floater]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
![[Muton (EU2012)#Muton Elite |Muton Elite]]&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
![[Ethereal (EU2012)#Uber Ethereal|Uber Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses, but do however gain extra defense while in flight.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
There are three main types of equipment available to you that can affect accuracy: [[Weapons_(EU2012)|weapons]], [[Armor_(EU2012)|armour]] and [[Engineering_(EU2012)#Build_Items|items]].&lt;br /&gt;
&lt;br /&gt;
Of all the guns you may equip, only &#039;&#039;one&#039;&#039; offers improved accuracy over others of its kind - the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], which adds +10% to any shots made with it. &#039;&#039;(Can someone please confirm with source as to whether aliens get this bonus?)&#039;&#039; However, each &#039;&#039;class&#039;&#039; of weapon - shotguns, snipers, or &amp;quot;other&amp;quot; - handles accuracy differently [[#Weapon Range|depending on range]].&lt;br /&gt;
&lt;br /&gt;
The [[Foundry_(EU2012)|Foundry]] project [[Foundry_(EU2012)#Improved_Pistol_II|Improved Pistol II]] states that it offers a +10% to pistol aim. At the time of the [[Patches_(EU2012)#2013-01-08|current patch]], this function is [[Bugs_(EU2012)#Second_Foundry_pistol_upgrade_doesn.27t_function|bugged]] and doesn&#039;t actually grant any bonus (although it DOES appear amongst the list of bonuses that will apply to your shots, it&#039;s NOT added on to the final total. [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] has this bug fixed.&lt;br /&gt;
&lt;br /&gt;
Hence the main item to turn to when looking for a little extra reliability is the [[S.C.O.P.E._(EU2012)|S.C.O.P.E.]], which grants an additional +10% aim (and, with [[Foundry_(EU2012)#S.C.O.P.E._Upgrade|the right upgrade]], [[Critical_Hits_(EU2012)|crit chance]]) to all conventional weapons. [[#Heavies|Heavies]] in particular find this useful (due to their low base aim), but it&#039;s a solid choice for most any unit.&lt;br /&gt;
&lt;br /&gt;
The [[Arc_Thrower_(EU2012)|Arc Thrower]] is notable in that it&#039;s not considered a weapon, and uses entirely different firing mechanics - its chance to hit depends only on the health of the target. Explosive weapons are another exception, in that they always hit everything within their blast radius - for those, a &amp;quot;miss&amp;quot; constitutes somehow firing them in an entirely different direction to where they were aimed.&lt;br /&gt;
&lt;br /&gt;
Conversely, some forms of armour can allow you to raise your defence, reducing the chance of alien shots landing. While all types grant additional hit points, [[Skeleton_Suit_(EU2012)|Skeleton Suits]] and [[Psi_Armor_(EU2012)|Psi Armour]] grant +10% defence to the wearer at all times, whilst [[Ghost_Armor_(EU2012)|Ghost Armor]] gives +20% even without cloaking (the equivalent to being in low [[Cover (EU2012)|cover]] - which &#039;&#039;stacks&#039;&#039; if they really &#039;&#039;are&#039;&#039; in cover).&lt;br /&gt;
&lt;br /&gt;
In fact, when you consider that Skeleton Suits also grant additional movement points and the grapple - and are actually cheaper to produce then [[Carapace_Armor_(EU2012)|Carapace Armour]] - they may be the better choice for your units regardless of class. Its one deficit is a single less hit point.&lt;br /&gt;
&lt;br /&gt;
Contrary to its item description, [[Archangel_Armor_(EU2012)|Archangel Armour]] &#039;&#039;does&#039;&#039; grant bonuses to your units when taking flight (but not when they&#039;re grounded). Taking to the air above your opponents grants the usual +20% aim and defence bonuses against them (same as for units such as [[Floater (EU2012)|Floaters]] and [[Hover_SHIV_(EU2012)|Hover SHIVs]]), and for [[#Snipers|Snipers]], also triggers the Damn Good Ground perk - granting an additional +10% to each. Airbourne snipers can practically ignore high cover guarding aliens.&lt;br /&gt;
&lt;br /&gt;
==Weapon Range==&lt;br /&gt;
An aim bonus may be granted based on the distance to the target, depending on the type of [[Weapons_(EU2012)|weapon]] used. For the purposes of determining this bonus, guns always fall into one of three different categories: shotguns, sniper rifles, or &amp;quot;everything else&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Most - from the humble [[Pistol_(EU2012)|Pistol]] through to the legendary [[Heavy_Plasma_(EU2012)|Heavy Plasma]] - are treated the same in terms of accuracy. Have two soldiers at the same distance from your target, each&#039;ll get the same range bonus as the other. Such weapons may only receive range &#039;&#039;bonuses&#039;&#039; - if you&#039;re too far away to receive one (ten tiles or more), then there&#039;s no penalty.&lt;br /&gt;
&lt;br /&gt;
The rifles used by [[Sniper (EU2012)|Snipers]], on the other hand, are the reverse: being &#039;&#039;closer&#039;&#039; then ten tiles inflicts a &#039;&#039;penalty&#039;&#039;, and moving further away simply lessons this until it goes away completely.&lt;br /&gt;
&lt;br /&gt;
The only weapon type that has access to a range bonus &#039;&#039;in addition&#039;&#039; to a penalty is the shotgun class used by [[Assault (EU2012)|Assault]]s. A distance of less then ten tiles sees their accuracy spike up quickly; but a distance &#039;&#039;further&#039;&#039; then ten tiles inflicts a penalty at the same rate (though oddly enough, &#039;&#039;no&#039;&#039; such penalty applies to their [[Damage (EU2012)|damage]] - &#039;&#039;if&#039;&#039; they happen to hit at long range, they&#039;ll be just as devastating as a point-blank blast to the face).&lt;br /&gt;
&lt;br /&gt;
The following formulas describe accuracy drop-off. Again, note that &#039;&#039;&#039;if the standard weapon bonus drops below 0, it&#039;s ignored, if the sniper penalty rises above 0 it&#039;s ignored, and the shotgun formula always applies&#039;&#039;&#039;. &#039;&#039;x&#039;&#039; and &#039;&#039;y&#039;&#039; describe the distance in tiles along each axis between the target and the shooter (i.e. Pythagoras is used to get the proper distance on any angle, so ten tiles in a straight line are about equal in distance to seven along a 45° angle). Final results are rounded down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Standard Guns &lt;br /&gt;
! Shotgun Class&lt;br /&gt;
! Sniper Class&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Standard_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Shotgun_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Sniper_Accuracy_(EU2012).png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an example, if standing directly next to your target (non diagonally) most guns get +37%, shotguns get +50%, and snipers take a -24% penalty. The bonus does indeed increase higher still if you manage to get your unit on the &#039;&#039;same&#039;&#039; tile as an enemy.&lt;br /&gt;
&lt;br /&gt;
In addition, a very slight fractional penalty may be applied depending on the &#039;&#039;direction&#039;&#039; the shot is coming from. For example, a soldier with a rifle sitting an exact two tiles away from an alien may have a 33% range bonus, but another soldier with the same weapon and at the same distance might only get a 32% bonus if he&#039;s on a 90° angle (it appears this is because the base bonus drops from 42 to 41.6 in such a case, though the reason for this is unknown).&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheet/ccc?key=0Ak4bQY2TV98AdG9aeVVRR095T21RR1AzR1ZvZ1IxTVE#gid=0 A list of pre-calculated values for some ranges have been recorded here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The partial brackets used in the shotgun formula represent a floor operation, or to put it another way, &amp;quot;round this value down&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2: These formulas may not be 100% accurate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Terrain - Cover &amp;amp; Height==&lt;br /&gt;
Aside from the aim/defence bonuses available to each unit through their own powers and abilities, the environment also plays a key part in determining chance to hit.&lt;br /&gt;
&lt;br /&gt;
One of your primary sources of defence - especially in the early game, before you can equip some decent [[Armor (EU2012)|armour]] - is [[Cover (EU2012)|cover]]. While understanding the full mechanics of cover is important (when it applies, how to circumvent it, and the risks of relying on it), for the purposes of accuracy the rules are that a half shield gives +20% defence, a full shield gives +40% defence, and if the firing unit has a [[Flanking (EU2012)|flank]] or the target has no cover at all, then the shooter instead gets a [[Critical_Hits_(EU2012)|crit chance]] bonus.&lt;br /&gt;
&lt;br /&gt;
If a flank isn&#039;t possible and the cover can&#039;t be removed, a good way to get around it is with the height bonus - a unit on higher ground gets +20% aim bonus against units on lower ground. [[Sniper (EU2012)|Snipers]] can add another +10% to aim and +10% to defense with the Damn Good Ground perk, this perk also works when flying much higher than the enemy.&lt;br /&gt;
&lt;br /&gt;
==Other Abilities==&lt;br /&gt;
Use of the hunker down [[Abilities_(EU2012)#General Abilities/Penalties|ability]] (available to most units so long as they&#039;re in cover) doubles your cover &#039;&#039;and&#039;&#039; armour bonus, but doesn&#039;t apply to perk bonuses such as the [[Assault (EU2012)|Assault&#039;s]] Tactical Sense.&lt;br /&gt;
&lt;br /&gt;
The similar-sounding Head Down ability - only available to non-combatant units as their only action other then moving - grants +10% defence to that unit regardless as to whether they have cover or not.&lt;br /&gt;
&lt;br /&gt;
Finally, [[Overwatch (EU2012)|Overwatch]] shots are taken at a 0.7 accuracy modifier, further increased by another 0.7 modifier if the target is dashing. This is mitigated somewhat in that moving units don&#039;t get cover, but keep it in mind when setting up ambushes. Regarding the [[Support (EU2012)|Support&#039;s]] Covering Fire perk, which allows overwatch shots on units that are in cover, there&#039;s no indication if the game considers the unit&#039;s cover or not.&lt;br /&gt;
&lt;br /&gt;
==When The Game Cheats...==&lt;br /&gt;
&lt;br /&gt;
[http://forums.penny-arcade.com/discussion/comment/24637521/#Comment_24637521 It&#039;s been reported] that on [[Difficulty (EU2012)|difficulties]] below Classic, invisible adjustments may be placed on aim when you&#039;re low on units. The only way to incorporate them into your tactics is fore-knowledge, as they don&#039;t show up on the shot info screen and aren&#039;t factored into the chance to hit the game shows you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;All of the below only apply if you have &#039;&#039;&#039;four soldiers&#039;&#039;&#039; or less in play:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy &amp;amp; Normal modes&#039;&#039;&#039;&lt;br /&gt;
* Chance to hit is 120% of the displayed value. Hence if you see 84% or above, the shot should always hit.&lt;br /&gt;
* Alien aim get a cumulative -10% for every consecutive hit on your units, resetting when they miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;and is capped at 30%&#039;&#039;.&lt;br /&gt;
If the number of soldiers is 4 or less, and your squad has taken casualties (KIAs or Critical Wounds):&lt;br /&gt;
* Your aim is increased by four minus the amount of soldiers you still have, times 15%. Hence having one soldier in play grants him a +45% aim bonus.&lt;br /&gt;
* Alien aim is reduced by four minus the amount of soldiers you still have, times 25%. Hence having one soldier in play grants him a +75% defence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;but otherwise has no cap&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If on easy with exactly four soldiers active, or normal with four or less, shots with a stated accuracy higher then 95% are capped down to 95% - [http://forums.penny-arcade.com/discussion/comment/24643310/#Comment_24643310 &#039;&#039;unless&#039;&#039; they would reach 100% or more, in which case they are unaffected and should always hit].&lt;br /&gt;
&lt;br /&gt;
Adjustments are made on a side-wide basis - for example, if a given soldier misses, he&#039;s not the only one who could benefit from the resulting bonus for your team&#039;s next shot.&lt;br /&gt;
&lt;br /&gt;
===Source===&lt;br /&gt;
* XComGame.upk, XGAbility_Targeted class, AdjustToHit and CalculatedOdds functions.&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
While [[Psionic_(EU2012)|psionic abilities]] have their own mechanics for determining the odds of success, two are relevant in the discussion of firing accuracy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Fray&#039;&#039;&#039; is the first ability granted to any budding psi-user, and against most races, deals very reliable (if not guaranteed!) damage. Assuming it doesn&#039;t pop the enemy&#039;s head outright, that unit will suffer debuffs for two turns including a large -25% aim penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; is purely defensive; it acts like a dense one-turn smoke cloud, granting +40% defence to any units standing near the point it was triggered. However, taking it precludes the use of &#039;&#039;&#039;Mind Control&#039;&#039;&#039;, which is perhaps a better defensive option - after all, taking total control of your enemy prevents them from shooting at you in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The RNG==&lt;br /&gt;
&#039;&#039;Random Number Generators&#039;&#039; (or RNGs) are common algorithms intended to produce sets of unpredictable numbers. They&#039;re not usually written by regular developers, but are rather provided by the programming languages they use. Think of them like dice, but you can choose the amount of sides - when XCOM calls its RNG to see if your shot hit or not, it&#039;s metaphorically rolling a hundred-sided die; if the result is a number higher then your chance to hit, the shot misses. Likewise, if you&#039;ve seen any intentionally random behaviour in any game, then an RNG is behind it.&lt;br /&gt;
&lt;br /&gt;
Computers lack the facilities to &amp;quot;make numbers up&amp;quot;. So, RNGs instead calculate figures based on at least two bits of information: a &amp;quot;seed&amp;quot; value, and the amount of numbers that&#039;ve been returned since that seed was first used (or, sticking with the dice example, the number of &amp;quot;rolls&amp;quot; you&#039;ve made with them since starting your game).&lt;br /&gt;
&lt;br /&gt;
Because of this, if you choose a given seed value and ask for five rolls in a row then start over and do another five rolls with the same seed, you&#039;ll get the same numbers back in the same order every time. Hence to achieve results that appear truly &amp;quot;random&amp;quot; to the user, standard technique is to choose a seed value that&#039;d be very hard to predict (such as the time taken from the system clock) then never intentionally use that seed again.&lt;br /&gt;
&lt;br /&gt;
XCOM (amongst other Firaxis games) deviates from the usual way of doing things in one way - by recording the seed and roll count when you save your game. Hence if you save the game before firing, then reload and try it again, the same seed &amp;amp; roll count gets used and the result generated is the same.&lt;br /&gt;
&lt;br /&gt;
This may give an impression that the game&#039;s events are pre-determined, but they&#039;re truthfully only calculated when and where they&#039;re required - no one knows what&#039;ll happen until you go ahead and make that shot for the first time. The point is to prevent players from cheating by reloading high-risk shots over and over until the dice roll in their favour and they hit. If you took a high-risk gamble, your save slot won&#039;t allow you to dodge the consequences.&lt;br /&gt;
&lt;br /&gt;
That&#039;s not to say that the system can&#039;t be exploited - if your assault just missed a 98% accurate shot, you COULD reload the game and just have him do nothing. Assuming the alien has about the same chance of hitting (or less), it&#039;ll be the one to suffer the effects of that low roll when it fires - not you. You can also do things in a different order, so if you take a 50% shot and an 80% shot and they both miss, try reloading and taking the shots in the opposite order, the 80% one may well hit this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related reading:&#039;&#039;&#039;&lt;br /&gt;
* [https://docs.google.com/spreadsheet/ccc?key=0An6FkQu13utWdE5hMnFUWURRY2dDVHdYZzJhTERSV0E#gid=0 Mandemon&#039;s firing logs]&lt;br /&gt;
* [http://www.schwanenlied.me/yawning/XCOM/XCOMPRNG.html Yawning Angel&#039;s analysis of the &#039;&#039;XCOM: Enemy Unknown&#039;&#039; RNG]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]][[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=58432</id>
		<title>Chance to Hit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=58432"/>
		<updated>2014-08-04T14:16:25Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Weapon Range */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}[[Image:SCOPE_bonus_stack.jpg|right|thumb|250px|An example of the shot info display.]]In &#039;&#039;[[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]&#039;&#039;, the [[Gameplay_Mechanics_(EU2012)|game mechanic]] that determines whether any given shot will land on your target is based on the sum total of a number of variables. Some work for you, some work against you, but all are additive: if you&#039;re told that shiny new rifle gives you a +10% Aim, then indeed your final chance to hit simply goes up from eg 65% to 75% when using it. The chance to score a [[Critical_Hits_(EU2012)|critical hit]] is calculated in much the same way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim&#039;&#039;&#039; (or &#039;&#039;&#039;Attack&#039;&#039;&#039;) is the base statistic each unit has which accounts for the bulk of its accuracy in battle. For [[Soldiers (EU2012)|XCOM soldiers]], this goes up at a set rate based on [[Soldiers_(EU2012)#Ranks|rank]] and [[Classes_(EU2012)|class]], whereas for [[Alien_Life_Forms_(EU2012)|aliens]] it&#039;s determined by their race and the [[Difficulty_(EU2012)|difficulty level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defence&#039;&#039;&#039;, on the other hand, is the statistic which lowers each unit&#039;s chance to &#039;&#039;be&#039;&#039; hit. Your units may improve their base defence stat pre-battle by donning certain forms of [[Armor_(EU2012)|armour]] (keeping in mind that most only grant additional health points, lessening the &#039;&#039;effects&#039;&#039; of damage, rather then your chance to avoid it altogether). Some alien races have an innate defensive bonus which is increased on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
In addition, units may source additional aim/defence bonuses from [[#Solder Stats|soldier perks]], [[#Other Factors|terrain factors]] and [[#Equipment|equipment]], [[Cover_(EU2012)|cover]] being one of the most important examples.&lt;br /&gt;
&lt;br /&gt;
Just before OK&#039;ing a shot on your target, you may select &amp;quot;More Info&amp;quot; within the game&#039;s HUD to see a list of which modifiers would apply to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chance to Hit Calculation==&lt;br /&gt;
The actual formula [http://forums.nexusmods.com/index.php?/topic/1464650-long-war-3-ew-beta-feedback/page-241#entry13574005] seems to be:  &lt;br /&gt;
&lt;br /&gt;
 Aim (unit stat + modifiers) - Defence (unit stat + modifiers) = total (clamped to 1%, if negative) + range modifier = final result&lt;br /&gt;
&lt;br /&gt;
This formula explains the oddities of when units get hit while hunkered down in full cover, since it is impossible to completely miss a shot due to the clamp. The later addition of the range bonus after the aim/defence values are calculated also makes it more likely to get a hit, if the shooter is close to the target. &lt;br /&gt;
&lt;br /&gt;
==Solder Stats==&lt;br /&gt;
A typical XCOM rookie starts off with a flat 65 Aim stat. Generally, as their [[Soldiers_(EU2012)#Ranks|rank]] improves, they gain additional points at a static rate (that is to say, a Lieutenant Sniper will always have an Aim stat of 84). [[Second_Wave_(EU2012)|Second Wave]] options can instead be used to mix up the abilities of your ranks -  &#039;&#039;&amp;quot;Not Created Equally&amp;quot;&#039;&#039; has them start with an aim stat of somewhere from 55 to 80, whereas &#039;&#039;&amp;quot;Hidden Potential&amp;quot;&#039;&#039; randomises their gains.&lt;br /&gt;
&lt;br /&gt;
The [[DLC (EU2012)|DLC]] unit [[Shaojie Zhang (EU2012)|Shaojie Zhang]] has an extra +5 Aim relative to other non-[[Second_Wave_(EU2012)|Second Wave]] affected heavies. [[Hero (EU2012)|Heroes]] may also exceed the norm ([[Ken Levine (EU2012)|Ken Levine]] in particular clocks in with a massive score of 200, nearly double the usual potential of his sniper class!).&lt;br /&gt;
&lt;br /&gt;
In addition to their base stats, each [[Classes_(EU2012)|class]] may choose from a variety of perks which can potentially improve accuracy, decrease it in exchange for another bonus, raise their defence, or affect the aim/defence values of other units in play:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS ASSAULT.png|left|24px]]&#039;&#039;&#039;[[Assault (EU2012)|Assaults]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|The [[Assault (EU2012)|Assault]] class sports moderate accuracy, but their shotguns grant huge bonuses at near range - and they&#039;re very good at closing the distance. At distances further then ten tiles, their pistols (or perhaps rifles, if equipped) make for more reliable damage, albeit somewhat reduced in power. They can acquire abilities that improve their defence when up in the alien&#039;s faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 89 (+4) || &#039;&#039;+ 24&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Flush&amp;lt;/font&amp;gt;: Reduced [[Damage_(EU2012)|damage]] for a +30% aim (also forces the target to move).&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Rapid Fire&amp;lt;/font&amp;gt;: Two shots, but at a -15% aim penalty to each.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Tactical Sense&amp;lt;/font&amp;gt;: A +5% defensive bonus for every enemy unit that the assault can see (up to 20%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Aggression&amp;lt;/font&amp;gt;: A +10% [[Critical_Hits_(EU2012)|crit chance]] bonus for every enemy unit that the assault can see (up to 30%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Close &amp;amp; Personal&amp;lt;/font&amp;gt;: Up to a +30% [[Critical_Hits_(EU2012)|crit chance]] bonus depending on the distance to the target &#039;&#039;(what distances for what bonuses?)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS HEAVY.png|left|24px]]&#039;&#039;&#039;[[Heavy (EU2012)|Heavies]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy (EU2012)|Heavies]] have very poor aim compared to other classes, but make up for it with a number of abilities which ignore the stat, and at close range their accuracy improves somewhat. Their rockets always have at least a 90% chance to strike their targets, and having them open up on your enemies first can often result in them destroying alien [[Cover_(EU2012)|cover]] or granting other accuracy benefits to their squad-mates (whether the heavies themselves manage to hit or not).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 67 (+2) || 68 (+1) || 69 (+1) || 70 (+1) || 71 (+1) || 73 (+2) || 75 (+2) || &#039;&#039;+10&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Holo-Targeting&amp;lt;/font&amp;gt;: +10% aim to all other allied fire on the target until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Suppression&amp;lt;/font&amp;gt;: The [[Suppression_(EU2012)|Suppression]] ability inflicts a -30% to the target&#039;s aim until next turn or until the heavy is damaged. If Danger Zone is taken it can affect multiple units close to the target, and with Mayhem, it also deals slight (but guaranteed) damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS SNIPER.png|left|24px]]&#039;&#039;&#039;[[Sniper (EU2012)|Snipers]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper (EU2012)|Snipers]] gain no accuracy bonuses from their high-powered rifles, and in fact take a &#039;&#039;penalty&#039;&#039; if they try to use them at close range (pistols have a better chance to hit at distances less then ten tiles). However, their innate accuracy stats are through the roof, and optional abilities at higher ranks may push them even higher.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 75 (+10) || 78 (+3) || 81 (+3) || 84 (+3) || 88 (+4) || 95 (+7) || 105 (+10) || &#039;&#039;+ 40&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Damn Good Ground&amp;lt;/font&amp;gt;: A passive +10% aim &#039;&#039;and&#039;&#039; defence while above the target (even if flying by way of [[Archangel_Armor_(EU2012)|Archangel Armour]]).&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Executioner&amp;lt;/font&amp;gt;: A passive +10% aim if the target has less then 50% health.&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Opportunist&amp;lt;/font&amp;gt;: Removes the aim penalty (and [[Critical_Hits_(EU2012)|crit]] restriction) from [[Overwatch_(EU2012)|Overwatch]] shots.&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Snap Shot&amp;lt;/font&amp;gt;: Allows firing as a second action, but at a -20% aim penalty. On the Enemy Within DLC, the penalty has been reduced to -10.  &#039;&#039;(Due to a bug, taking this perk applies this penalty to extra shots granted by Double Tap as well.)&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Disabling Shot&amp;lt;/font&amp;gt;: Shot empties the target&#039;s weapon, but at a -10% aim penalty.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Low Profile&amp;lt;/font&amp;gt;: The sniper receives a high cover bonus of +40% while in low cover, rather then the usual +20%.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Headshot&amp;lt;/font&amp;gt;: A +30% chance to [[Critical_Hits_(EU2012)|crit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
&lt;br /&gt;
===[[File: CLASS SUPPORT.png|left|24px]]&#039;&#039;&#039;[[Support (EU2012)|Supports]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Support (EU2012)|Supports]] are very &amp;quot;mid-range&amp;quot; in terms of accuracy, and their potential damage output isn&#039;t anything to brag about in comparison to other classes. It should be noted that regardless of range, the rifles and pistols available to them will typically each have the same chance to hit as the other (excluding any weapon-specific bonuses, such as that available to the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Foundry_(EU2012)|Foundry]]-upgraded pistols). Their smoke grenades can grant defence bonuses to units they cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 90 (+5) || &#039;&#039;+ 25&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim-related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Combat Drugs&amp;lt;/font&amp;gt;: A passive bonus granting a +20% aim and +10% [[Critical_Hits_(EU2012)|crit chance]] bonus to units firing from within the support&#039;s smoke clouds.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Smoke Grenade&amp;lt;/font&amp;gt;: Creates a two-turn smoke cloud granting +20% defence to all units (friend or foe) within it.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Rifle Suppression&amp;lt;/font&amp;gt;: -30% to target&#039;s aim until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Dense Smoke&amp;lt;/font&amp;gt;: A passive bonus causing the support&#039;s smoke clouds to grant +40% defence instead of the regular 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alien Stats==&lt;br /&gt;
[[Alien_Life_Forms_(EU2012)|Aliens]] are, for the most part, about on par with lower-ranked XCOM soldiers, though on [[Difficulty_(EU2012)|difficulty levels]] above normal they receive a +10 aim/crit bonus (and an extra +10 aim for [[Outsider (EU2012)|Outsider]]s and [[Muton (EU2012)#Muton Elite |Muton Elite]]s on Impossible).&lt;br /&gt;
&lt;br /&gt;
Many aliens have innate defensive bonuses, which XCOM solders require certain forms of [[Armor_(EU2012)|armour]] to acquire.&lt;br /&gt;
&lt;br /&gt;
Whilst some aliens wield the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] seen earlier on in the game (especially favoured by [[Thin Man (EU2012)|Thin Men]]) which, in XCOM hands confers an additional +10 bonus to its wielder, this does not apply to aliens. Those aliens which use melee attacks (the [[Chryssalid (EU2012)|Chryssalid]], the [[Zombie (EU2012)|Zombie]], and the [[Muton (EU2012)#Muton Berserker|Muton Berserker]]) never miss.&lt;br /&gt;
&lt;br /&gt;
[[Floater (EU2012)|Floaters]] in particular gain +20% defence whenever in flight. This can be circumvented if they&#039;re actually using real [[Cover (EU2012)|cover]] and you manage to [[Flanking (EU2012)|flank]] them.&lt;br /&gt;
&lt;br /&gt;
While it may seem strange that the slow and hulking [[Sectopod (EU2012)|Sectopod]] is somehow harder to hit then the fast and agile [[Thin Man (EU2012)|Thin Man]], bear in mind certain aliens - like your [[SHIV (EU2012)|SHIVs]] - cannot use cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Name &lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
! Name&lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
|-&lt;br /&gt;
![[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Outsider (EU2012)|Outsider]]&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|- &lt;br /&gt;
![[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Floater (EU2012)|Floater]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
![[Chryssalid  (EU2012)|Chryssalid ]]&lt;br /&gt;
|Melee&lt;br /&gt;
|10*&lt;br /&gt;
![[Muton (EU2012)|Muton]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
![[Zombie (EU2012)|Zombie]]&lt;br /&gt;
|Melee&lt;br /&gt;
|0*&lt;br /&gt;
![[Drone (EU2012)|Drone]]&lt;br /&gt;
|60&lt;br /&gt;
|10**&lt;br /&gt;
|-&lt;br /&gt;
![[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
|70&lt;br /&gt;
|10**&lt;br /&gt;
![[Sectoid (EU2012)#Sectoid Commander |Sectoid Commander]]&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Muton (EU2012)#Muton Berserker|Muton Berserker]]&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
![[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|80&lt;br /&gt;
|30*&lt;br /&gt;
|-&lt;br /&gt;
![[Floater (EU2012)#Heavy Floater |Heavy Floater]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
![[Muton (EU2012)#Muton Elite |Muton Elite]]&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
![[Ethereal (EU2012)#Uber Ethereal|Uber Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses, but do however gain extra defense while in flight.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
There are three main types of equipment available to you that can affect accuracy: [[Weapons_(EU2012)|weapons]], [[Armor_(EU2012)|armour]] and [[Engineering_(EU2012)#Build_Items|items]].&lt;br /&gt;
&lt;br /&gt;
Of all the guns you may equip, only &#039;&#039;one&#039;&#039; offers improved accuracy over others of its kind - the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], which adds +10% to any shots made with it. &#039;&#039;(Can someone please confirm with source as to whether aliens get this bonus?)&#039;&#039; However, each &#039;&#039;class&#039;&#039; of weapon - shotguns, snipers, or &amp;quot;other&amp;quot; - handles accuracy differently [[#Weapon Range|depending on range]].&lt;br /&gt;
&lt;br /&gt;
The [[Foundry_(EU2012)|Foundry]] project [[Foundry_(EU2012)#Improved_Pistol_II|Improved Pistol II]] states that it offers a +10% to pistol aim. At the time of the [[Patches_(EU2012)#2013-01-08|current patch]], this function is [[Bugs_(EU2012)#Second_Foundry_pistol_upgrade_doesn.27t_function|bugged]] and doesn&#039;t actually grant any bonus (although it DOES appear amongst the list of bonuses that will apply to your shots, it&#039;s NOT added on to the final total. [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] has this bug fixed.&lt;br /&gt;
&lt;br /&gt;
Hence the main item to turn to when looking for a little extra reliability is the [[S.C.O.P.E._(EU2012)|S.C.O.P.E.]], which grants an additional +10% aim (and, with [[Foundry_(EU2012)#S.C.O.P.E._Upgrade|the right upgrade]], [[Critical_Hits_(EU2012)|crit chance]]) to all conventional weapons. [[#Heavies|Heavies]] in particular find this useful (due to their low base aim), but it&#039;s a solid choice for most any unit.&lt;br /&gt;
&lt;br /&gt;
The [[Arc_Thrower_(EU2012)|Arc Thrower]] is notable in that it&#039;s not considered a weapon, and uses entirely different firing mechanics - its chance to hit depends only on the health of the target. Explosive weapons are another exception, in that they always hit everything within their blast radius - for those, a &amp;quot;miss&amp;quot; constitutes somehow firing them in an entirely different direction to where they were aimed.&lt;br /&gt;
&lt;br /&gt;
Conversely, some forms of armour can allow you to raise your defence, reducing the chance of alien shots landing. While all types grant additional hit points, [[Skeleton_Suit_(EU2012)|Skeleton Suits]] and [[Psi_Armor_(EU2012)|Psi Armour]] grant +10% defence to the wearer at all times, whilst [[Ghost_Armor_(EU2012)|Ghost Armor]] gives +20% even without cloaking (the equivalent to being in low [[Cover (EU2012)|cover]] - which &#039;&#039;stacks&#039;&#039; if they really &#039;&#039;are&#039;&#039; in cover).&lt;br /&gt;
&lt;br /&gt;
In fact, when you consider that Skeleton Suits also grant additional movement points and the grapple - and are actually cheaper to produce then [[Carapace_Armor_(EU2012)|Carapace Armour]] - they may be the better choice for your units regardless of class. Its one deficit is a single less hit point.&lt;br /&gt;
&lt;br /&gt;
Contrary to its item description, [[Archangel_Armor_(EU2012)|Archangel Armour]] &#039;&#039;does&#039;&#039; grant bonuses to your units when taking flight (but not when they&#039;re grounded). Taking to the air above your opponents grants the usual +20% aim and defence bonuses against them (same as for units such as [[Floater (EU2012)|Floaters]] and [[Hover_SHIV_(EU2012)|Hover SHIVs]]), and for [[#Snipers|Snipers]], also triggers the Damn Good Ground perk - granting an additional +10% to each. Airbourne snipers can practically ignore high cover guarding aliens.&lt;br /&gt;
&lt;br /&gt;
==Weapon Range==&lt;br /&gt;
An aim bonus may be granted based on the distance to the target, depending on the type of [[Weapons_(EU2012)|weapon]] used. For the purposes of determining this bonus, guns always fall into one of three different categories: shotguns, sniper rifles, or &amp;quot;everything else&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Most - from the humble [[Pistol_(EU2012)|Pistol]] through to the legendary [[Heavy_Plasma_(EU2012)|Heavy Plasma]] - are treated the same in terms of accuracy. Have two soldiers at the same distance from your target, each&#039;ll get the same range bonus as the other. Such weapons may only receive range &#039;&#039;bonuses&#039;&#039; - if you&#039;re too far away to receive one (ten tiles or more), then there&#039;s no penalty.&lt;br /&gt;
&lt;br /&gt;
The rifles used by [[Sniper (EU2012)|Snipers]], on the other hand, are the reverse: being &#039;&#039;closer&#039;&#039; then ten tiles inflicts a &#039;&#039;penalty&#039;&#039;, and moving further away simply lessons this until it goes away completely.&lt;br /&gt;
&lt;br /&gt;
The only weapon type that has access to a range bonus &#039;&#039;in addition&#039;&#039; to a penalty is the shotgun class used by [[Assault (EU2012)|Assault]]s. A distance of less then ten tiles sees their accuracy spike up quickly; but a distance &#039;&#039;further&#039;&#039; then ten tiles inflicts a penalty at the same rate (though oddly enough, &#039;&#039;no&#039;&#039; such penalty applies to their [[Damage (EU2012)|damage]] - &#039;&#039;if&#039;&#039; they happen to hit at long range, they&#039;ll be just as devastating as a point-blank blast to the face).&lt;br /&gt;
&lt;br /&gt;
The following formulas describe accuracy drop-off. Again, note that &#039;&#039;&#039;if the standard weapon bonus drops below 0, it&#039;s ignored, if the sniper penalty rises above 0 it&#039;s ignored, and the shotgun formula always applies&#039;&#039;&#039;. &#039;&#039;x&#039;&#039; and &#039;&#039;y&#039;&#039; describe the distance in tiles along each axis between the target and the shooter (i.e. Pythagoras is used to get the proper distance on any angle, so ten tiles in a straight line are about equal in distance to seven along a 45° angle). Final results are rounded down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Standard Guns &lt;br /&gt;
! Shotgun Class&lt;br /&gt;
! Sniper Class&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Standard_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Shotgun_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Sniper_Accuracy_(EU2012).png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an example, if standing directly next to your target (non diagonally) most guns get +37%, shotguns get +50%, and snipers take a -24% penalty. The bonus does indeed increase higher still if you manage to get your unit on the &#039;&#039;same&#039;&#039; tile as an enemy.&lt;br /&gt;
&lt;br /&gt;
In addition, a very slight fractional penalty may be applied depending on the &#039;&#039;direction&#039;&#039; the shot is coming from. For example, a soldier with a rifle sitting an exact two tiles away from an alien may have a 33% range bonus, but another soldier with the same weapon and at the same distance might only get a 32% bonus if he&#039;s on a 90° angle (it appears this is because the base bonus drops from 42 to 41.6 in such a case, though the reason for this is unknown).&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheet/ccc?key=0Ak4bQY2TV98AdG9aeVVRR095T21RR1AzR1ZvZ1IxTVE#gid=0 A list of pre-calculated values for some ranges have been recorded here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The partial brackets used in the shotgun formula represent a floor operation, or to put it another way, &amp;quot;round this value down&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2: These formulas may not be 100% accurate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Terrain - Cover &amp;amp; Height==&lt;br /&gt;
Aside from the aim/defence bonuses available to each unit through their own powers and abilities, the environment also plays a key part in determining chance to hit.&lt;br /&gt;
&lt;br /&gt;
One of your primary sources of defence - especially in the early game, before you can equip some decent [[Armor (EU2012)|armour]] - is [[Cover (EU2012)|cover]]. While understanding the full mechanics of cover is important (when it applies, how to circumvent it, and the risks of relying on it), for the purposes of accuracy the rules are that a half shield gives +20% defence, a full shield gives +40% defence, and if the firing unit has a [[Flanking (EU2012)|flank]] or the target has no cover at all, then the shooter instead gets a [[Critical_Hits_(EU2012)|crit chance]] bonus.&lt;br /&gt;
&lt;br /&gt;
If a flank isn&#039;t possible and the cover can&#039;t be removed, a good way to get around it is with the height bonus - a unit on higher ground gets +20% aim bonus against units on lower ground. [[Sniper (EU2012)|Snipers]] can add another +10% to aim and +10% to defense with the Damn Good Ground perk, and the bonus is also granted when flying much higher than the enemy. Most flying units (all except Hover S.H.I.V.s) also possess Evasion ability which grants an equivalent of low cover when flying, making them immune to being flanked in air.&lt;br /&gt;
&lt;br /&gt;
==Other Abilities==&lt;br /&gt;
Use of the hunker down [[Abilities_(EU2012)#General Abilities/Penalties|ability]] (available to most units so long as they&#039;re in cover) doubles your cover &#039;&#039;and&#039;&#039; armour bonus, but doesn&#039;t apply to perk bonuses such as the [[Assault (EU2012)|Assault&#039;s]] Tactical Sense.&lt;br /&gt;
&lt;br /&gt;
The similar-sounding Head Down ability - only available to non-combatant units as their only action other then moving - grants +10% defence to that unit regardless as to whether they have cover or not.&lt;br /&gt;
&lt;br /&gt;
Finally, [[Overwatch (EU2012)|Overwatch]] shots are taken at a 0.7 accuracy modifier, further increased by another 0.7 modifier if the target is dashing. This is mitigated somewhat in that moving units don&#039;t get cover, but keep it in mind when setting up ambushes. Regarding the [[Support (EU2012)|Support&#039;s]] Covering Fire perk, which allows overwatch shots on units that are in cover, there&#039;s no indication if the game considers the unit&#039;s cover or not.&lt;br /&gt;
&lt;br /&gt;
==When The Game Cheats...==&lt;br /&gt;
&lt;br /&gt;
[http://forums.penny-arcade.com/discussion/comment/24637521/#Comment_24637521 It&#039;s been reported] that on [[Difficulty (EU2012)|difficulties]] below Classic, invisible adjustments may be placed on aim when you&#039;re low on units. The only way to incorporate them into your tactics is fore-knowledge, as they don&#039;t show up on the shot info screen and aren&#039;t factored into the chance to hit the game shows you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;All of the below only apply if you have &#039;&#039;&#039;four soldiers&#039;&#039;&#039; or less in play:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy &amp;amp; Normal modes&#039;&#039;&#039;&lt;br /&gt;
* Chance to hit is 120% of the displayed value. Hence if you see 84% or above, the shot should always hit.&lt;br /&gt;
* Alien aim get a cumulative -10% for every consecutive hit on your units, resetting when they miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;and is capped at 30%&#039;&#039;.&lt;br /&gt;
If the number of soldiers is 4 or less, and your squad has taken casualties (KIAs or Critical Wounds):&lt;br /&gt;
* Your aim is increased by four minus the amount of soldiers you still have, times 15%. Hence having one soldier in play grants him a +45% aim bonus.&lt;br /&gt;
* Alien aim is reduced by four minus the amount of soldiers you still have, times 25%. Hence having one soldier in play grants him a +75% defence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;but otherwise has no cap&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If on easy with exactly four soldiers active, or normal with four or less, shots with a stated accuracy higher then 95% are capped down to 95% - [http://forums.penny-arcade.com/discussion/comment/24643310/#Comment_24643310 &#039;&#039;unless&#039;&#039; they would reach 100% or more, in which case they are unaffected and should always hit].&lt;br /&gt;
&lt;br /&gt;
Adjustments are made on a side-wide basis - for example, if a given soldier misses, he&#039;s not the only one who could benefit from the resulting bonus for your team&#039;s next shot.&lt;br /&gt;
&lt;br /&gt;
===Source===&lt;br /&gt;
* XComGame.upk, XGAbility_Targeted class, AdjustToHit and CalculatedOdds functions.&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
While [[Psionic_(EU2012)|psionic abilities]] have their own mechanics for determining the odds of success, two are relevant in the discussion of firing accuracy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Fray&#039;&#039;&#039; is the first ability granted to any budding psi-user, and against most races, deals very reliable (if not guaranteed!) damage. Assuming it doesn&#039;t pop the enemy&#039;s head outright, that unit will suffer debuffs for two turns including a large -25% aim penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; is purely defensive; it acts like a dense one-turn smoke cloud, granting +40% defence to any units standing near the point it was triggered. However, taking it precludes the use of &#039;&#039;&#039;Mind Control&#039;&#039;&#039;, which is perhaps a better defensive option - after all, taking total control of your enemy prevents them from shooting at you in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The RNG==&lt;br /&gt;
&#039;&#039;Random Number Generators&#039;&#039; (or RNGs) are common algorithms intended to produce sets of unpredictable numbers. They&#039;re not usually written by regular developers, but are rather provided by the programming languages they use. Think of them like dice, but you can choose the amount of sides - when XCOM calls its RNG to see if your shot hit or not, it&#039;s metaphorically rolling a hundred-sided die; if the result is a number higher then your chance to hit, the shot misses. Likewise, if you&#039;ve seen any intentionally random behaviour in any game, then an RNG is behind it.&lt;br /&gt;
&lt;br /&gt;
Computers lack the facilities to &amp;quot;make numbers up&amp;quot;. So, RNGs instead calculate figures based on at least two bits of information: a &amp;quot;seed&amp;quot; value, and the amount of numbers that&#039;ve been returned since that seed was first used (or, sticking with the dice example, the number of &amp;quot;rolls&amp;quot; you&#039;ve made with them since starting your game).&lt;br /&gt;
&lt;br /&gt;
Because of this, if you choose a given seed value and ask for five rolls in a row then start over and do another five rolls with the same seed, you&#039;ll get the same numbers back in the same order every time. Hence to achieve results that appear truly &amp;quot;random&amp;quot; to the user, standard technique is to choose a seed value that&#039;d be very hard to predict (such as the time taken from the system clock) then never intentionally use that seed again.&lt;br /&gt;
&lt;br /&gt;
XCOM (amongst other Firaxis games) deviates from the usual way of doing things in one way - by recording the seed and roll count when you save your game. Hence if you save the game before firing, then reload and try it again, the same seed &amp;amp; roll count gets used and the result generated is the same.&lt;br /&gt;
&lt;br /&gt;
This may give an impression that the game&#039;s events are pre-determined, but they&#039;re truthfully only calculated when and where they&#039;re required - no one knows what&#039;ll happen until you go ahead and make that shot for the first time. The point is to prevent players from cheating by reloading high-risk shots over and over until the dice roll in their favour and they hit. If you took a high-risk gamble, your save slot won&#039;t allow you to dodge the consequences.&lt;br /&gt;
&lt;br /&gt;
That&#039;s not to say that the system can&#039;t be exploited - if your assault just missed a 98% accurate shot, you COULD reload the game and just have him do nothing. Assuming the alien has about the same chance of hitting (or less), it&#039;ll be the one to suffer the effects of that low roll when it fires - not you. You can also do things in a different order, so if you take a 50% shot and an 80% shot and they both miss, try reloading and taking the shots in the opposite order, the 80% one may well hit this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related reading:&#039;&#039;&#039;&lt;br /&gt;
* [https://docs.google.com/spreadsheet/ccc?key=0An6FkQu13utWdE5hMnFUWURRY2dDVHdYZzJhTERSV0E#gid=0 Mandemon&#039;s firing logs]&lt;br /&gt;
* [http://www.schwanenlied.me/yawning/XCOM/XCOMPRNG.html Yawning Angel&#039;s analysis of the &#039;&#039;XCOM: Enemy Unknown&#039;&#039; RNG]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]][[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=58431</id>
		<title>Chance to Hit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)&amp;diff=58431"/>
		<updated>2014-08-04T13:59:03Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Terrain - Cover &amp;amp; Height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocleft}}[[Image:SCOPE_bonus_stack.jpg|right|thumb|250px|An example of the shot info display.]]In &#039;&#039;[[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]&#039;&#039;, the [[Gameplay_Mechanics_(EU2012)|game mechanic]] that determines whether any given shot will land on your target is based on the sum total of a number of variables. Some work for you, some work against you, but all are additive: if you&#039;re told that shiny new rifle gives you a +10% Aim, then indeed your final chance to hit simply goes up from eg 65% to 75% when using it. The chance to score a [[Critical_Hits_(EU2012)|critical hit]] is calculated in much the same way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim&#039;&#039;&#039; (or &#039;&#039;&#039;Attack&#039;&#039;&#039;) is the base statistic each unit has which accounts for the bulk of its accuracy in battle. For [[Soldiers (EU2012)|XCOM soldiers]], this goes up at a set rate based on [[Soldiers_(EU2012)#Ranks|rank]] and [[Classes_(EU2012)|class]], whereas for [[Alien_Life_Forms_(EU2012)|aliens]] it&#039;s determined by their race and the [[Difficulty_(EU2012)|difficulty level]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defence&#039;&#039;&#039;, on the other hand, is the statistic which lowers each unit&#039;s chance to &#039;&#039;be&#039;&#039; hit. Your units may improve their base defence stat pre-battle by donning certain forms of [[Armor_(EU2012)|armour]] (keeping in mind that most only grant additional health points, lessening the &#039;&#039;effects&#039;&#039; of damage, rather then your chance to avoid it altogether). Some alien races have an innate defensive bonus which is increased on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
In addition, units may source additional aim/defence bonuses from [[#Solder Stats|soldier perks]], [[#Other Factors|terrain factors]] and [[#Equipment|equipment]], [[Cover_(EU2012)|cover]] being one of the most important examples.&lt;br /&gt;
&lt;br /&gt;
Just before OK&#039;ing a shot on your target, you may select &amp;quot;More Info&amp;quot; within the game&#039;s HUD to see a list of which modifiers would apply to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chance to Hit Calculation==&lt;br /&gt;
The actual formula [http://forums.nexusmods.com/index.php?/topic/1464650-long-war-3-ew-beta-feedback/page-241#entry13574005] seems to be:  &lt;br /&gt;
&lt;br /&gt;
 Aim (unit stat + modifiers) - Defence (unit stat + modifiers) = total (clamped to 1%, if negative) + range modifier = final result&lt;br /&gt;
&lt;br /&gt;
This formula explains the oddities of when units get hit while hunkered down in full cover, since it is impossible to completely miss a shot due to the clamp. The later addition of the range bonus after the aim/defence values are calculated also makes it more likely to get a hit, if the shooter is close to the target. &lt;br /&gt;
&lt;br /&gt;
==Solder Stats==&lt;br /&gt;
A typical XCOM rookie starts off with a flat 65 Aim stat. Generally, as their [[Soldiers_(EU2012)#Ranks|rank]] improves, they gain additional points at a static rate (that is to say, a Lieutenant Sniper will always have an Aim stat of 84). [[Second_Wave_(EU2012)|Second Wave]] options can instead be used to mix up the abilities of your ranks -  &#039;&#039;&amp;quot;Not Created Equally&amp;quot;&#039;&#039; has them start with an aim stat of somewhere from 55 to 80, whereas &#039;&#039;&amp;quot;Hidden Potential&amp;quot;&#039;&#039; randomises their gains.&lt;br /&gt;
&lt;br /&gt;
The [[DLC (EU2012)|DLC]] unit [[Shaojie Zhang (EU2012)|Shaojie Zhang]] has an extra +5 Aim relative to other non-[[Second_Wave_(EU2012)|Second Wave]] affected heavies. [[Hero (EU2012)|Heroes]] may also exceed the norm ([[Ken Levine (EU2012)|Ken Levine]] in particular clocks in with a massive score of 200, nearly double the usual potential of his sniper class!).&lt;br /&gt;
&lt;br /&gt;
In addition to their base stats, each [[Classes_(EU2012)|class]] may choose from a variety of perks which can potentially improve accuracy, decrease it in exchange for another bonus, raise their defence, or affect the aim/defence values of other units in play:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS ASSAULT.png|left|24px]]&#039;&#039;&#039;[[Assault (EU2012)|Assaults]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|The [[Assault (EU2012)|Assault]] class sports moderate accuracy, but their shotguns grant huge bonuses at near range - and they&#039;re very good at closing the distance. At distances further then ten tiles, their pistols (or perhaps rifles, if equipped) make for more reliable damage, albeit somewhat reduced in power. They can acquire abilities that improve their defence when up in the alien&#039;s faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 89 (+4) || &#039;&#039;+ 24&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Flush&amp;lt;/font&amp;gt;: Reduced [[Damage_(EU2012)|damage]] for a +30% aim (also forces the target to move).&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Rapid Fire&amp;lt;/font&amp;gt;: Two shots, but at a -15% aim penalty to each.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Tactical Sense&amp;lt;/font&amp;gt;: A +5% defensive bonus for every enemy unit that the assault can see (up to 20%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Aggression&amp;lt;/font&amp;gt;: A +10% [[Critical_Hits_(EU2012)|crit chance]] bonus for every enemy unit that the assault can see (up to 30%).&lt;br /&gt;
*&amp;lt;font color=blue&amp;gt;Close &amp;amp; Personal&amp;lt;/font&amp;gt;: Up to a +30% [[Critical_Hits_(EU2012)|crit chance]] bonus depending on the distance to the target &#039;&#039;(what distances for what bonuses?)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS HEAVY.png|left|24px]]&#039;&#039;&#039;[[Heavy (EU2012)|Heavies]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy (EU2012)|Heavies]] have very poor aim compared to other classes, but make up for it with a number of abilities which ignore the stat, and at close range their accuracy improves somewhat. Their rockets always have at least a 90% chance to strike their targets, and having them open up on your enemies first can often result in them destroying alien [[Cover_(EU2012)|cover]] or granting other accuracy benefits to their squad-mates (whether the heavies themselves manage to hit or not).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 67 (+2) || 68 (+1) || 69 (+1) || 70 (+1) || 71 (+1) || 73 (+2) || 75 (+2) || &#039;&#039;+10&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Holo-Targeting&amp;lt;/font&amp;gt;: +10% aim to all other allied fire on the target until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Suppression&amp;lt;/font&amp;gt;: The [[Suppression_(EU2012)|Suppression]] ability inflicts a -30% to the target&#039;s aim until next turn or until the heavy is damaged. If Danger Zone is taken it can affect multiple units close to the target, and with Mayhem, it also deals slight (but guaranteed) damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
===[[File: CLASS SNIPER.png|left|24px]]&#039;&#039;&#039;[[Sniper (EU2012)|Snipers]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper (EU2012)|Snipers]] gain no accuracy bonuses from their high-powered rifles, and in fact take a &#039;&#039;penalty&#039;&#039; if they try to use them at close range (pistols have a better chance to hit at distances less then ten tiles). However, their innate accuracy stats are through the roof, and optional abilities at higher ranks may push them even higher.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 75 (+10) || 78 (+3) || 81 (+3) || 84 (+3) || 88 (+4) || 95 (+7) || 105 (+10) || &#039;&#039;+ 40&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Damn Good Ground&amp;lt;/font&amp;gt;: A passive +10% aim &#039;&#039;and&#039;&#039; defence while above the target (even if flying by way of [[Archangel_Armor_(EU2012)|Archangel Armour]]).&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Executioner&amp;lt;/font&amp;gt;: A passive +10% aim if the target has less then 50% health.&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Opportunist&amp;lt;/font&amp;gt;: Removes the aim penalty (and [[Critical_Hits_(EU2012)|crit]] restriction) from [[Overwatch_(EU2012)|Overwatch]] shots.&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Snap Shot&amp;lt;/font&amp;gt;: Allows firing as a second action, but at a -20% aim penalty. On the Enemy Within DLC, the penalty has been reduced to -10.  &#039;&#039;(Due to a bug, taking this perk applies this penalty to extra shots granted by Double Tap as well.)&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=brown&amp;gt;Disabling Shot&amp;lt;/font&amp;gt;: Shot empties the target&#039;s weapon, but at a -10% aim penalty.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Low Profile&amp;lt;/font&amp;gt;: The sniper receives a high cover bonus of +40% while in low cover, rather then the usual +20%.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Headshot&amp;lt;/font&amp;gt;: A +30% chance to [[Critical_Hits_(EU2012)|crit]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
&lt;br /&gt;
===[[File: CLASS SUPPORT.png|left|24px]]&#039;&#039;&#039;[[Support (EU2012)|Supports]]&#039;&#039;&#039;===&lt;br /&gt;
|-&lt;br /&gt;
|[[Support (EU2012)|Supports]] are very &amp;quot;mid-range&amp;quot; in terms of accuracy, and their potential damage output isn&#039;t anything to brag about in comparison to other classes. It should be noted that regardless of range, the rifles and pistols available to them will typically each have the same chance to hit as the other (excluding any weapon-specific bonuses, such as that available to the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Foundry_(EU2012)|Foundry]]-upgraded pistols). Their smoke grenades can grant defence bonuses to units they cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total Gains&lt;br /&gt;
|-&lt;br /&gt;
| 70 (+5) || 73 (+3) || 76 (+3) || 79 (+3) || 82 (+3) || 85 (+3) || 90 (+5) || &#039;&#039;+ 25&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aim-related abilities:&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;font color=green&amp;gt;Combat Drugs&amp;lt;/font&amp;gt;: A passive bonus granting a +20% aim and +10% [[Critical_Hits_(EU2012)|crit chance]] bonus to units firing from within the support&#039;s smoke clouds.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Smoke Grenade&amp;lt;/font&amp;gt;: Creates a two-turn smoke cloud granting +20% defence to all units (friend or foe) within it.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Rifle Suppression&amp;lt;/font&amp;gt;: -30% to target&#039;s aim until next turn.&lt;br /&gt;
*&amp;lt;font color=grey&amp;gt;Dense Smoke&amp;lt;/font&amp;gt;: A passive bonus causing the support&#039;s smoke clouds to grant +40% defence instead of the regular 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alien Stats==&lt;br /&gt;
[[Alien_Life_Forms_(EU2012)|Aliens]] are, for the most part, about on par with lower-ranked XCOM soldiers, though on [[Difficulty_(EU2012)|difficulty levels]] above normal they receive a +10 aim/crit bonus (and an extra +10 aim for [[Outsider (EU2012)|Outsider]]s and [[Muton (EU2012)#Muton Elite |Muton Elite]]s on Impossible).&lt;br /&gt;
&lt;br /&gt;
Many aliens have innate defensive bonuses, which XCOM solders require certain forms of [[Armor_(EU2012)|armour]] to acquire.&lt;br /&gt;
&lt;br /&gt;
Whilst some aliens wield the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] seen earlier on in the game (especially favoured by [[Thin Man (EU2012)|Thin Men]]) which, in XCOM hands confers an additional +10 bonus to its wielder, this does not apply to aliens. Those aliens which use melee attacks (the [[Chryssalid (EU2012)|Chryssalid]], the [[Zombie (EU2012)|Zombie]], and the [[Muton (EU2012)#Muton Berserker|Muton Berserker]]) never miss.&lt;br /&gt;
&lt;br /&gt;
[[Floater (EU2012)|Floaters]] in particular gain +20% defence whenever in flight. This can be circumvented if they&#039;re actually using real [[Cover (EU2012)|cover]] and you manage to [[Flanking (EU2012)|flank]] them.&lt;br /&gt;
&lt;br /&gt;
While it may seem strange that the slow and hulking [[Sectopod (EU2012)|Sectopod]] is somehow harder to hit then the fast and agile [[Thin Man (EU2012)|Thin Man]], bear in mind certain aliens - like your [[SHIV (EU2012)|SHIVs]] - cannot use cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Name &lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
! Name&lt;br /&gt;
! Aim&lt;br /&gt;
! Defence&lt;br /&gt;
|-&lt;br /&gt;
![[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Outsider (EU2012)|Outsider]]&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|- &lt;br /&gt;
![[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
![[Floater (EU2012)|Floater]]&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
![[Chryssalid  (EU2012)|Chryssalid ]]&lt;br /&gt;
|Melee&lt;br /&gt;
|10*&lt;br /&gt;
![[Muton (EU2012)|Muton]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
![[Zombie (EU2012)|Zombie]]&lt;br /&gt;
|Melee&lt;br /&gt;
|0*&lt;br /&gt;
![[Drone (EU2012)|Drone]]&lt;br /&gt;
|60&lt;br /&gt;
|10**&lt;br /&gt;
|-&lt;br /&gt;
![[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
|70&lt;br /&gt;
|10**&lt;br /&gt;
![[Sectoid (EU2012)#Sectoid Commander |Sectoid Commander]]&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Muton (EU2012)#Muton Berserker|Muton Berserker]]&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
![[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|80&lt;br /&gt;
|30*&lt;br /&gt;
|-&lt;br /&gt;
![[Floater (EU2012)#Heavy Floater |Heavy Floater]]&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
![[Muton (EU2012)#Muton Elite |Muton Elite]]&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
![[Ethereal (EU2012)#Uber Ethereal|Uber Ethereal]]&lt;br /&gt;
|n/a&lt;br /&gt;
|40*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These units may not use cover for further defensive bonuses, but do however gain extra defense while in flight.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
There are three main types of equipment available to you that can affect accuracy: [[Weapons_(EU2012)|weapons]], [[Armor_(EU2012)|armour]] and [[Engineering_(EU2012)#Build_Items|items]].&lt;br /&gt;
&lt;br /&gt;
Of all the guns you may equip, only &#039;&#039;one&#039;&#039; offers improved accuracy over others of its kind - the [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], which adds +10% to any shots made with it. &#039;&#039;(Can someone please confirm with source as to whether aliens get this bonus?)&#039;&#039; However, each &#039;&#039;class&#039;&#039; of weapon - shotguns, snipers, or &amp;quot;other&amp;quot; - handles accuracy differently [[#Weapon Range|depending on range]].&lt;br /&gt;
&lt;br /&gt;
The [[Foundry_(EU2012)|Foundry]] project [[Foundry_(EU2012)#Improved_Pistol_II|Improved Pistol II]] states that it offers a +10% to pistol aim. At the time of the [[Patches_(EU2012)#2013-01-08|current patch]], this function is [[Bugs_(EU2012)#Second_Foundry_pistol_upgrade_doesn.27t_function|bugged]] and doesn&#039;t actually grant any bonus (although it DOES appear amongst the list of bonuses that will apply to your shots, it&#039;s NOT added on to the final total. [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] has this bug fixed.&lt;br /&gt;
&lt;br /&gt;
Hence the main item to turn to when looking for a little extra reliability is the [[S.C.O.P.E._(EU2012)|S.C.O.P.E.]], which grants an additional +10% aim (and, with [[Foundry_(EU2012)#S.C.O.P.E._Upgrade|the right upgrade]], [[Critical_Hits_(EU2012)|crit chance]]) to all conventional weapons. [[#Heavies|Heavies]] in particular find this useful (due to their low base aim), but it&#039;s a solid choice for most any unit.&lt;br /&gt;
&lt;br /&gt;
The [[Arc_Thrower_(EU2012)|Arc Thrower]] is notable in that it&#039;s not considered a weapon, and uses entirely different firing mechanics - its chance to hit depends only on the health of the target. Explosive weapons are another exception, in that they always hit everything within their blast radius - for those, a &amp;quot;miss&amp;quot; constitutes somehow firing them in an entirely different direction to where they were aimed.&lt;br /&gt;
&lt;br /&gt;
Conversely, some forms of armour can allow you to raise your defence, reducing the chance of alien shots landing. While all types grant additional hit points, [[Skeleton_Suit_(EU2012)|Skeleton Suits]] and [[Psi_Armor_(EU2012)|Psi Armour]] grant +10% defence to the wearer at all times, whilst [[Ghost_Armor_(EU2012)|Ghost Armor]] gives +20% even without cloaking (the equivalent to being in low [[Cover (EU2012)|cover]] - which &#039;&#039;stacks&#039;&#039; if they really &#039;&#039;are&#039;&#039; in cover).&lt;br /&gt;
&lt;br /&gt;
In fact, when you consider that Skeleton Suits also grant additional movement points and the grapple - and are actually cheaper to produce then [[Carapace_Armor_(EU2012)|Carapace Armour]] - they may be the better choice for your units regardless of class. Its one deficit is a single less hit point.&lt;br /&gt;
&lt;br /&gt;
Contrary to its item description, [[Archangel_Armor_(EU2012)|Archangel Armour]] &#039;&#039;does&#039;&#039; grant bonuses to your units when taking flight (but not when they&#039;re grounded). Taking to the air above your opponents grants the usual +20% aim and defence bonuses against them (same as for units such as [[Floater (EU2012)|Floaters]] and [[Hover_SHIV_(EU2012)|Hover SHIVs]]), and for [[#Snipers|Snipers]], also triggers the Damn Good Ground perk - granting an additional +10% to each. Airbourne snipers can practically ignore high cover guarding aliens.&lt;br /&gt;
&lt;br /&gt;
==Weapon Range==&lt;br /&gt;
An aim bonus may be granted based on the distance to the target, depending on the type of [[Weapons_(EU2012)|weapon]] used. For the purposes of determining this bonus, guns always fall into one of three different categories: shotguns, sniper rifles, or &amp;quot;everything else&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Most - from the humble [[Pistol_(EU2012)|Pistol]] through to the legendary [[Heavy_Plasma_(EU2012)|Heavy Plasma]] - are treated the same in terms of accuracy. Have two soldiers at the same distance from your target, each&#039;ll get the same range bonus as the other. Such weapons may only receive range &#039;&#039;bonuses&#039;&#039; - if you&#039;re too far away to receive one (ten tiles or more), then there&#039;s no penalty.&lt;br /&gt;
&lt;br /&gt;
The rifles used by [[Sniper (EU2012)|Snipers]], on the other hand, are the reverse: being &#039;&#039;closer&#039;&#039; then ten tiles inflicts a &#039;&#039;penalty&#039;&#039;, and moving further away simply lessons this until it goes away completely.&lt;br /&gt;
&lt;br /&gt;
The only weapon type that has access to a range bonus &#039;&#039;in addition&#039;&#039; to a penalty is the shotgun class used by [[Assault (EU2012)|Assault]]s. A distance of less then ten tiles sees their accuracy spike up quickly; but a distance &#039;&#039;further&#039;&#039; then ten tiles inflicts a penalty at the same rate (though oddly enough, &#039;&#039;no&#039;&#039; such penalty applies to their [[Damage (EU2012)|damage]] - &#039;&#039;if&#039;&#039; they happen to hit at long range, they&#039;ll be just as devastating as a point-blank blast to the face).&lt;br /&gt;
&lt;br /&gt;
The following formulas describe accuracy drop-off. Again, note that &#039;&#039;&#039;if the standard weapon bonus drops below 0, it&#039;s ignored, if the sniper penalty rises above 0 it&#039;s ignored, and the shotgun formula always applies&#039;&#039;&#039;. &#039;&#039;x&#039;&#039; and &#039;&#039;y&#039;&#039; describe the distance in tiles along each axis between the target and the shooter (i.e. Pythagoras is used to get the proper distance on any angle, so ten tiles in a straight line are about equal in distance to seven along a 45° angle). Final results are rounded down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Standard Guns &lt;br /&gt;
! Shotgun Class&lt;br /&gt;
! Sniper Class&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Standard_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Shotgun_Accuracy_(EU2012).png]]&lt;br /&gt;
|[[Image:Sniper_Accuracy_(EU2012).png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an example, if standing directly next to your target (one tile away) most guns get +37%, shotguns get +52%, and snipers take a -24% penalty. The bonus does indeed increase higher still if you manage to get your unit on the &#039;&#039;same&#039;&#039; tile as an enemy.&lt;br /&gt;
&lt;br /&gt;
In addition, a very slight fractional penalty may be applied depending on the &#039;&#039;direction&#039;&#039; the shot is coming from. For example, a soldier with a rifle sitting an exact two tiles away from an alien may have a 33% range bonus, but another soldier with the same weapon and at the same distance might only get a 32% bonus if he&#039;s on a 90° angle (it appears this is because the base bonus drops from 42 to 41.6 in such a case, though the reason for this is unknown).&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheet/ccc?key=0Ak4bQY2TV98AdG9aeVVRR095T21RR1AzR1ZvZ1IxTVE#gid=0 A list of pre-calculated values for some ranges have been recorded here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The partial brackets used in the shotgun formula represent a floor operation, or to put it another way, &amp;quot;round this value down&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note 2: These formulas may not be 100% accurate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Terrain - Cover &amp;amp; Height==&lt;br /&gt;
Aside from the aim/defence bonuses available to each unit through their own powers and abilities, the environment also plays a key part in determining chance to hit.&lt;br /&gt;
&lt;br /&gt;
One of your primary sources of defence - especially in the early game, before you can equip some decent [[Armor (EU2012)|armour]] - is [[Cover (EU2012)|cover]]. While understanding the full mechanics of cover is important (when it applies, how to circumvent it, and the risks of relying on it), for the purposes of accuracy the rules are that a half shield gives +20% defence, a full shield gives +40% defence, and if the firing unit has a [[Flanking (EU2012)|flank]] or the target has no cover at all, then the shooter instead gets a [[Critical_Hits_(EU2012)|crit chance]] bonus.&lt;br /&gt;
&lt;br /&gt;
If a flank isn&#039;t possible and the cover can&#039;t be removed, a good way to get around it is with the height bonus - a unit on higher ground gets +20% aim bonus against units on lower ground. [[Sniper (EU2012)|Snipers]] can add another +10% to aim and +10% to defense with the Damn Good Ground perk, and the bonus is also granted when flying much higher than the enemy. Most flying units (all except Hover S.H.I.V.s) also possess Evasion ability which grants an equivalent of low cover when flying, making them immune to being flanked in air.&lt;br /&gt;
&lt;br /&gt;
==Other Abilities==&lt;br /&gt;
Use of the hunker down [[Abilities_(EU2012)#General Abilities/Penalties|ability]] (available to most units so long as they&#039;re in cover) doubles your cover &#039;&#039;and&#039;&#039; armour bonus, but doesn&#039;t apply to perk bonuses such as the [[Assault (EU2012)|Assault&#039;s]] Tactical Sense.&lt;br /&gt;
&lt;br /&gt;
The similar-sounding Head Down ability - only available to non-combatant units as their only action other then moving - grants +10% defence to that unit regardless as to whether they have cover or not.&lt;br /&gt;
&lt;br /&gt;
Finally, [[Overwatch (EU2012)|Overwatch]] shots are taken at a 0.7 accuracy modifier, further increased by another 0.7 modifier if the target is dashing. This is mitigated somewhat in that moving units don&#039;t get cover, but keep it in mind when setting up ambushes. Regarding the [[Support (EU2012)|Support&#039;s]] Covering Fire perk, which allows overwatch shots on units that are in cover, there&#039;s no indication if the game considers the unit&#039;s cover or not.&lt;br /&gt;
&lt;br /&gt;
==When The Game Cheats...==&lt;br /&gt;
&lt;br /&gt;
[http://forums.penny-arcade.com/discussion/comment/24637521/#Comment_24637521 It&#039;s been reported] that on [[Difficulty (EU2012)|difficulties]] below Classic, invisible adjustments may be placed on aim when you&#039;re low on units. The only way to incorporate them into your tactics is fore-knowledge, as they don&#039;t show up on the shot info screen and aren&#039;t factored into the chance to hit the game shows you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;All of the below only apply if you have &#039;&#039;&#039;four soldiers&#039;&#039;&#039; or less in play:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy &amp;amp; Normal modes&#039;&#039;&#039;&lt;br /&gt;
* Chance to hit is 120% of the displayed value. Hence if you see 84% or above, the shot should always hit.&lt;br /&gt;
* Alien aim get a cumulative -10% for every consecutive hit on your units, resetting when they miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;and is capped at 30%&#039;&#039;.&lt;br /&gt;
If the number of soldiers is 4 or less, and your squad has taken casualties (KIAs or Critical Wounds):&lt;br /&gt;
* Your aim is increased by four minus the amount of soldiers you still have, times 15%. Hence having one soldier in play grants him a +45% aim bonus.&lt;br /&gt;
* Alien aim is reduced by four minus the amount of soldiers you still have, times 25%. Hence having one soldier in play grants him a +75% defence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal mode only&#039;&#039;&#039;&lt;br /&gt;
* Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, &#039;&#039;but otherwise has no cap&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If on easy with exactly four soldiers active, or normal with four or less, shots with a stated accuracy higher then 95% are capped down to 95% - [http://forums.penny-arcade.com/discussion/comment/24643310/#Comment_24643310 &#039;&#039;unless&#039;&#039; they would reach 100% or more, in which case they are unaffected and should always hit].&lt;br /&gt;
&lt;br /&gt;
Adjustments are made on a side-wide basis - for example, if a given soldier misses, he&#039;s not the only one who could benefit from the resulting bonus for your team&#039;s next shot.&lt;br /&gt;
&lt;br /&gt;
===Source===&lt;br /&gt;
* XComGame.upk, XGAbility_Targeted class, AdjustToHit and CalculatedOdds functions.&lt;br /&gt;
&lt;br /&gt;
==Psionic Abilities==&lt;br /&gt;
While [[Psionic_(EU2012)|psionic abilities]] have their own mechanics for determining the odds of success, two are relevant in the discussion of firing accuracy:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Fray&#039;&#039;&#039; is the first ability granted to any budding psi-user, and against most races, deals very reliable (if not guaranteed!) damage. Assuming it doesn&#039;t pop the enemy&#039;s head outright, that unit will suffer debuffs for two turns including a large -25% aim penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; is purely defensive; it acts like a dense one-turn smoke cloud, granting +40% defence to any units standing near the point it was triggered. However, taking it precludes the use of &#039;&#039;&#039;Mind Control&#039;&#039;&#039;, which is perhaps a better defensive option - after all, taking total control of your enemy prevents them from shooting at you in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The RNG==&lt;br /&gt;
&#039;&#039;Random Number Generators&#039;&#039; (or RNGs) are common algorithms intended to produce sets of unpredictable numbers. They&#039;re not usually written by regular developers, but are rather provided by the programming languages they use. Think of them like dice, but you can choose the amount of sides - when XCOM calls its RNG to see if your shot hit or not, it&#039;s metaphorically rolling a hundred-sided die; if the result is a number higher then your chance to hit, the shot misses. Likewise, if you&#039;ve seen any intentionally random behaviour in any game, then an RNG is behind it.&lt;br /&gt;
&lt;br /&gt;
Computers lack the facilities to &amp;quot;make numbers up&amp;quot;. So, RNGs instead calculate figures based on at least two bits of information: a &amp;quot;seed&amp;quot; value, and the amount of numbers that&#039;ve been returned since that seed was first used (or, sticking with the dice example, the number of &amp;quot;rolls&amp;quot; you&#039;ve made with them since starting your game).&lt;br /&gt;
&lt;br /&gt;
Because of this, if you choose a given seed value and ask for five rolls in a row then start over and do another five rolls with the same seed, you&#039;ll get the same numbers back in the same order every time. Hence to achieve results that appear truly &amp;quot;random&amp;quot; to the user, standard technique is to choose a seed value that&#039;d be very hard to predict (such as the time taken from the system clock) then never intentionally use that seed again.&lt;br /&gt;
&lt;br /&gt;
XCOM (amongst other Firaxis games) deviates from the usual way of doing things in one way - by recording the seed and roll count when you save your game. Hence if you save the game before firing, then reload and try it again, the same seed &amp;amp; roll count gets used and the result generated is the same.&lt;br /&gt;
&lt;br /&gt;
This may give an impression that the game&#039;s events are pre-determined, but they&#039;re truthfully only calculated when and where they&#039;re required - no one knows what&#039;ll happen until you go ahead and make that shot for the first time. The point is to prevent players from cheating by reloading high-risk shots over and over until the dice roll in their favour and they hit. If you took a high-risk gamble, your save slot won&#039;t allow you to dodge the consequences.&lt;br /&gt;
&lt;br /&gt;
That&#039;s not to say that the system can&#039;t be exploited - if your assault just missed a 98% accurate shot, you COULD reload the game and just have him do nothing. Assuming the alien has about the same chance of hitting (or less), it&#039;ll be the one to suffer the effects of that low roll when it fires - not you. You can also do things in a different order, so if you take a 50% shot and an 80% shot and they both miss, try reloading and taking the shots in the opposite order, the 80% one may well hit this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related reading:&#039;&#039;&#039;&lt;br /&gt;
* [https://docs.google.com/spreadsheet/ccc?key=0An6FkQu13utWdE5hMnFUWURRY2dDVHdYZzJhTERSV0E#gid=0 Mandemon&#039;s firing logs]&lt;br /&gt;
* [http://www.schwanenlied.me/yawning/XCOM/XCOMPRNG.html Yawning Angel&#039;s analysis of the &#039;&#039;XCOM: Enemy Unknown&#039;&#039; RNG]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Mechanics_(EU2012)_Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]][[Category:Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=58155</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=58155"/>
		<updated>2014-07-23T12:36:52Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Foundry Projects */ pistols upgrades fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Foundry.jpg|thumb|right|300px|The Foundry.]]&lt;br /&gt;
&lt;br /&gt;
The Foundry allows for item upgrades similar to the [[Officer Training School (EU2012)|Officer Training School]].  Unlike the OTS, Foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various [[Research (EU2012)#Research Credits|Research Credits]]. Also, take note that, unlike [[Research (EU2012)|Research]] projects, multiple Foundry projects can be run at the same time (they will not affect each other&#039;s time requirement).&lt;br /&gt;
&lt;br /&gt;
In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Foundry counts as a [[Workshop (EU2012)|Workshop]] for Adjacency Bonus purposes.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The Foundry must be constructed in the [[XCOM Headquarters (EU2012)|HQ]] in order to be accessed.  Cost and Time are based off 5 Engineers on Classic [[Difficulty (EU2012)|difficulty]].&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the [[XCOM Headquarters (EU2012)|XCOM bas]]e is located in Asia or by providing Asia with full [[Satellite (EU2012)|satellite]] coverage, commanders are granted the continent bonus &#039;&#039;&#039;Future Combat&#039;&#039;&#039;. This bonus reduces most of the resource requirements for Foundry projects by 50%. However, the requirements for [[Weapon Fragments (EU2012)|Weapon Fragments]], Corpses, Engineers, and base items to be improved upon (i.e. [[Alien Grenade (EU2012)|Alien Grenade]]) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
===S.H.I.V.s===&lt;br /&gt;
====Heavy Weapons Platform ([[S.H.I.V._(EU2012)|S.H.I.V.]])====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Heavy Weapons Platform Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§70 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |5 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Basic [[S.H.I.V. (EU2012)|S.H.I.V.]] becomes available in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
*This unlocks S.H.I.V.s in general: the [[S.H.I.V. (EU2012)#Alloy S.H.I.V.|Alloy S.H.I.V.]] requires that the [[Carapace Armor (EU2012)|Carapace Armor]] research &#039;&#039;also&#039;&#039; be completed, and these &#039;&#039;plus&#039;&#039; the [[Firestorm (EU2012)|Firestorm]] research tree for the [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] (i.e., the latter two are &#039;&#039;&#039;not&#039;&#039;&#039; additional Research/Foundry projects).&lt;br /&gt;
====S.H.I.V. Suppression====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:S.H.I.V. Suppression Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;:[[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Allow [[S.H.I.V. (EU2012)|S.H.I.V.]] suppressive fire&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of [[Suppression (EU2012)|suppressive fire]], letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Effectively the same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s Suppression ability.&lt;br /&gt;
====S.H.I.V. Laser====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Heavy Lasers Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&amp;lt;br&amp;gt;All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with laser version&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Adds +2 damage, +15 aim, +5 crit chance compared to Minigun.&lt;br /&gt;
*Naturally, if your play style includes even some S.H.I.V. usage, this should be gotten at earliest opportunity.&lt;br /&gt;
====S.H.I.V. Plasma====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Plasma Cannon Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §200&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;45 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  30 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Plasma Weaponry&amp;lt;br&amp;gt;All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with plasma version&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Adds +4 damage, +25 aim, +10 crit chance compared to Minigun.&lt;br /&gt;
* As with the S.H.I.V. Laser, this should be gotten at earliest opportunity if you use them. If not: the 30 fragments price makes it unimportant. Does not require the Laser upgrade to be completed first.&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Repair====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:S.H.I.V. Repair Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]] and [[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §70&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;15 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Allows soldiers to repair [[S.H.I.V. (EU2012)|S.H.I.V.]] units with [[Arc Thrower (EU2012)|Arc Thrower]]. On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] MECs can also be repaired. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;After studying one of the small alien drone units, we believe that we could upgrade our Arc Thrower with the drone&#039;s &#039;robotic repair&#039; ability, allowing our soldiers to repair S.H.I.V. units in combat.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, a possible priority for S.H.I.V. users, if you cannot hack [[Drone (EU2012)|Drone]] for whatever reason (none available, can&#039;t get to them, etc).&lt;br /&gt;
* Each use repairs 6 HPs of a S.H.I.V.. On the Enemy Within DLC it can also be used to repair [[MEC Trooper (EU2012)|MEC Trooper]]s.&lt;br /&gt;
&lt;br /&gt;
===Weapons/Equipment===&lt;br /&gt;
====Improved Pistol I====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol I Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All pistols [[Critical Hits (EU2012)|Critical Chance]] increased by 20%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their on their targets.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Improved Pistol II====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol II Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases all pistols Aim by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Improved Pistol III====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol III Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All pistols Damage increased by 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*To a &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; [[Sniper (EU2012)|Sniper]] with a Plasma Pistol, this totals to a respectable base damage of 5-7.&lt;br /&gt;
&lt;br /&gt;
====[[S.C.O.P.E._(EU2012)|S.C.O.P.E.]] Upgrade====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SCOPE Upgrade Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&#039;s [[Critical Hits (EU2012)|Critical Chance]] by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*The item and upgrade of choice for a [[Sniper (EU2012)|Sniper]].&lt;br /&gt;
*This upgrade gets added even though it is not mentioned in the critical column.&lt;br /&gt;
====[[Alien_Grenade_(EU2012)|Alien Grenades]] ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Alien Grenades Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §75&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  1x [[Alien Grenade (EU2012)|Alien Grenade]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  All Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Alien Grenades will become available in unlimited quantity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all of our current frag grenades to this new, deadlier version.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
* On EU this upgrade is often fairly irrelevant.  Assuming you stun-capture a [[Muton (EU2012)|Muton]], [[Heavy Floater (EU2012)|Heavy Floater]], and a [[Muton Elite (EU2012)|Muton Elite]], you&#039;ll get three Alien Grenades, which is more than enough for most teams: your money, Elerium, alloys, and especially fragments are best spent elsewhere.&lt;br /&gt;
* On the Enemy Within DLC the 2 items allowed by Tactical Rigging can make it more useful if you&#039;re planning to use a lot of grenades. Furthermore, any MEC Trooper with a Grenade Launcher equipped will do more damage (increases the damage from 4 to 5) with the grenades with Alien Grenades researched.&lt;br /&gt;
** However, security personnel on [[XCOM_Base_Defense_(EU2012)|Base Defense]] will still only carry basic grenades, so don&#039;t research it just for that.&lt;br /&gt;
&lt;br /&gt;
====Improved [[Medikit_(EU2012)|Medikit]]====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Medikit Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §125 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Thin Man Corpse (EU2012)|Thin Man Corpse]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;15 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Healing delivered by a single [[Medikit (EU2012)|Medikit]] charge increased from 4 to 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;The flexible physiology of the [[Thin Man (EU2012)|Thin Men]] has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*For your Medic [[Support_(EU2012)|Support]], this can either be an alternative to the &#039;&#039;&#039;Savior&#039;&#039;&#039; Ability (additional 4 pts per heal), or in conjunction with it, for a total of 10 pt heals per use. Plus &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, that&#039;s up to 30 HP a mission.&lt;br /&gt;
**In Enemy Within, the MEC-2 Sentinel&#039;s Restorative Mist also benefits from this upgrade, and perhaps even makes better use of it, give it is an area-of-effect heal, meaning a single charge could theoretically heal 36 total damage (6 on each member of the Squad).&lt;br /&gt;
&lt;br /&gt;
====Improved [[Arc_Thrower_(EU2012)|Arc Thrower]] ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Arc Thrower Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]] and [[Elerium (EU2012)|Elerium]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §100&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Drone Wreck (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;20x [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Aliens up to 6 HP can be successfully stunned&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
*Very useful for late-game captures: your more powerful weapons will weaken stronger aliens, but probably won&#039;t be able to &amp;quot;stop on a dime&amp;quot; and leave them at 1-3 HP (and will kill them outright instead), but Mindfray takes off a whole 5 pt bar of HP each time, which in whole gives you some room for making any last captures.&lt;br /&gt;
*Before this upgrade: 3,2,1 HP -&amp;gt; 70,80,90% chance. After: 6,5,4,3,2,1 HP -&amp;gt; 70,80,90,95,95,95% chance. &lt;br /&gt;
====[[Drone (EU2012)|Drone]] Capture====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Drone Autopsy Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]], [[Drone Autopsy (EU2012)|Drone Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §175&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Drone Wreck (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Allows Arc Thrower to hack control of [[Drone (EU2012)|Drones]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 damage weapon, repair S.H.I.V. and other Drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.&lt;br /&gt;
====Ammo Conservation====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Ammo Conservation Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Muton Autopsy (EU2012)|Muton Autopsy]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;90 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 [[Muton Corpse (EU2012)|Muton Corpse]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All weapons can be fired twice as many times before reloading&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;[[Muton (EU2012)|Muton]] armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game. As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
====Advanced Repair====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Advanced Repair Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy ]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §175&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&amp;lt;br&amp;gt;20 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |   N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Improves repair rate of [[S.H.I.V. (EU2012)|S.H.I.V.s]] and [[Hangar (EU2012)#Crafts|aircraft]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Not too expensive, but depending on your luck with where/when UFOs appear, you may or may not need this. The big drawback is that by the time Heavy Floaters begin to appear, you&#039;ll probably have [[Firestorm (EU2012)|Firestorm]]s and Plasma Weapons, and not be too burdened by repair times.&lt;br /&gt;
*On the other hand, if you&#039;re using a lot of SHIVs, this can help keep them ready for the next mission, meaning you need less overall.&lt;br /&gt;
&lt;br /&gt;
====Advanced Flight====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Archangel Armor Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §325&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&amp;lt;br&amp;gt;2 [[Drone (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]]&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Flight&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Doubles fuel for Archangel Armor from 6 to 12, and [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] from 12 to 24&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*As Archangel Armor is the suit of choice for [[Sniper (EU2012)|Snipers]], especially ones with Squad Sight, the additional moves are appreciable.&lt;br /&gt;
====Advanced Construction====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Advanced Construction Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §375&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 [[Sectopod Wreck (EU2012)|Sectopod Wreck]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;30 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Allows you to construct facilities in half time for double cost&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*A very late-game upgrade, the most use you will have left from this is filling out your [[Firestorm (EU2012)|Firestorm]] fleet, and, if you feel the need, reorganizing your base facilities in short order.&lt;br /&gt;
* It is toggled when facility/item is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;&lt;br /&gt;
====Stealth [[Satellite (EU2012)|Satellites]]====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Stealth Satellites Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | UFO Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Makes [[Satellite (EU2012)|Satellites]] harder to detect by [[UFOs (EU2012)|UFOs]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*As long as you shoot down a UFO, it won&#039;t spawn a [[Battleship (EU2012)|Battleship]] that will attempt to destroy your satellites (which they will then seem to do with regular success anyways). Those flight computers would be of better use on [[Firestorm (EU2012)|Firestorm]]s.&lt;br /&gt;
&lt;br /&gt;
===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===&lt;br /&gt;
====Tactical Rigging====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|100px|Tactical Rigging]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gives all [[Soldiers (EU2012)|soldiers]] 2 [[Equipment (EU2012)|item]] slots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM&#039;s individual soldier protection systems. These will enable soldiers to bring a second item into battle.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* One of the most important upgrade in Enemy Within; it basically gives the original Deep Pockets ability to everyone you have.  Being able to carry two items makes certain items, such as the [[Mind Shield (EU2012)|Mind Shield]], significantly more attractive.&lt;br /&gt;
* It&#039;s also a great way to make sure you always have someone to patch up a critically wounded squad mate, even if its the Medic who got dropped.&lt;br /&gt;
* If you don&#039;t know what to give a soldier in his second slot, you can almost never go wrong with a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] or a [[Medikit (EU2012)|Medikit]].&lt;br /&gt;
&lt;br /&gt;
====Sentinel Drone====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|100px|Sentinel Drone]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Drone Autopsy (EU2012)|Drone Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §80&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Repairs 2 HP per turn. Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we&#039;ve been able to retain its repair capability and use its spare AI cycles to improve the SHIV&#039;s situational firing heuristics.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
====Shaped Armor====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|100px|Shaped Armor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;:  [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] stats by 3 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The invaders&#039; mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 3 HP might not sound like a lot, but it makes a big difference on MECs, given how much fire they tend to attract.  It&#039;s less important if you&#039;re only using S.H.I.V.s, since they&#039;re replaceable.&lt;br /&gt;
* If you&#039;re using this with S.H.I.V.s, this will extend the repair time because they can lose more HP before dying.  You may want to build a few extra, or research Advanced Repair, if not both. MECs do not suffer from this downside.&lt;br /&gt;
&lt;br /&gt;
====Advanced Servomotors====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|100px|Advanced Servomotors]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Gives +3 movement points to [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] units&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;After a careful examination we&#039;ve been able to replicate the articulated joints of the [[Mechtoid (EU2012)|Mechtoid]], allowing for mobility improvements on both our cybersuits and SHIV Units.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Basically, this is the equivalent of the Sprinter [[Abilities (EU2012)|ability]] for MECs and S.H.I.V.s. If you&#039;re using them, its a great upgrade. If you aren&#039;t, don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
====Elerium Jelly====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|100px|Elerium Jelly]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§200&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |10 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Increases Flamethrower damage from 6 to 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;Using Elerium in tactical situations is quite risky; in the absence of a full sized craft&#039;s regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re using the Flamethrower, you should probably buy this.  9 damage is enough to one-hit a [[Muton (EU2012)|Muton]] and most [[EXALT Units (EU2012)|EXALT operatives]]. Remember: injured enemies can shoot back. Dead enemies can&#039;t.&lt;br /&gt;
&lt;br /&gt;
====MEC Close Combat====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|100px|MEC Close Combat]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]] and&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§200&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Kinetic Strike no longer ends the MEC&#039;s turn. Increases Kinetic Strike Module&#039;s damage from 12 to 18 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re using Kinetic Strike Module, this allows your MEC to one-shot most enemies in the game in melee. If you aren&#039;t, don&#039;t waste your credits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=58137</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=58137"/>
		<updated>2014-07-22T08:25:52Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|defense]] equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus [[Critical Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a Minigun by default, which does 5-7 normal damage and has 10% crit chance. The weapon is automatically upgraded to the weapons best available based on [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
Each S.H.I.V costs §50 and takes 7 days (3 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|14&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].&lt;br /&gt;
Each Alloy S.H.I.V costs §75 and requires 10 Engineers and 20 Alien Alloys, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]].&lt;br /&gt;
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does &#039;&#039;&#039;not&#039;&#039;&#039; provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].&lt;br /&gt;
Each Hover S.H.I.V costs §100 and requires 20 Engineers and 30 Alien Alloys and 20 Elerium, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Suppression&#039;&#039;&#039; - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s [[Suppression (EU2012)|suppression]] ability.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039; - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +2 damage, +15 aim, +5 crit chance. &lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039; - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. +4 damage, +25 aim, +10 crit chance&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039; - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.&lt;br /&gt;
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry&#039;s Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039; - [[Foundry_(EU2012)|Foundry]] version of the [[OTS (EU2012)|Officer Training School]]&#039;s &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039;: speeds up repairs when you get home.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Flight&#039;&#039;&#039; - Doubles the Hover S.H.I.V. fuel capacity.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Construction&#039;&#039;&#039; - Halves build time.&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. Increases movement.&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired by 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|soldier]] and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.&lt;br /&gt;
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms in Enemy Unknown but can hop over half cover walls and berms in the Enemy Within expansion.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete although S.H.I.V.s do benefit from the Shaped Armor foundry upgrade in Enemy Within for an additional three hps.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
** However, if disaster strikes and you lose a lot of high ranked soldiers, fielding some S.H.I.V.s is better than fielding a full squad of inexperienced soldiers.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.&lt;br /&gt;
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]&#039;s Psi-lance or Rift.&lt;br /&gt;
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes, defuse bombs, and capture meld containers. &lt;br /&gt;
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:shiv.jpg| &#039;&#039;Regular S.H.I.V.&#039;&#039;&lt;br /&gt;
File:ashiv.jpg| &#039;&#039;Alloy S.H.I.V.&#039;&#039;&lt;br /&gt;
File:hshiv.jpg| &#039;&#039;Hover S.H.I.V.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
S.H.I.V.s are named &amp;quot;Thunder-X&amp;quot;, Alloy S.H.I.V.s are named &amp;quot;Goliath-X&amp;quot; and Hover S.H.I.V.s are named &amp;quot;Lightning-X&amp;quot;, where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* For the [[XCOM]] equivalent see [[Heavy Weapons Platforms]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=58128</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=58128"/>
		<updated>2014-07-21T12:14:44Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Foundry.jpg|thumb|right|300px|The Foundry.]]&lt;br /&gt;
&lt;br /&gt;
The Foundry allows for item upgrades similar to the [[Officer Training School (EU2012)|Officer Training School]].  Unlike the OTS, Foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various [[Research (EU2012)#Research Credits|Research Credits]]. Also, take note that, unlike [[Research (EU2012)|Research]] projects, multiple Foundry projects can be run at the same time (they will not affect each other&#039;s time requirement).&lt;br /&gt;
&lt;br /&gt;
In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Foundry counts as a [[Workshop (EU2012)|Workshop]] for Adjacency Bonus purposes.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The Foundry must be constructed in the [[XCOM Headquarters (EU2012)|HQ]] in order to be accessed.  Cost and Time are based off 5 Engineers on Classic [[Difficulty (EU2012)|difficulty]].&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the [[XCOM Headquarters (EU2012)|XCOM bas]]e is located in Asia or by providing Asia with full [[Satellite (EU2012)|satellite]] coverage, commanders are granted the continent bonus &#039;&#039;&#039;Future Combat&#039;&#039;&#039;. This bonus reduces most of the resource requirements for Foundry projects by 50%. However, the requirements for [[Weapon Fragments (EU2012)|Weapon Fragments]], Corpses, Engineers, and base items to be improved upon (i.e. [[Alien Grenade (EU2012)|Alien Grenade]]) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
===S.H.I.V.s===&lt;br /&gt;
====Heavy Weapons Platform ([[S.H.I.V._(EU2012)|S.H.I.V.]])====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Heavy Weapons Platform Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§70 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |5 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Basic [[S.H.I.V. (EU2012)|S.H.I.V.]] becomes available in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
*This unlocks S.H.I.V.s in general: the [[S.H.I.V. (EU2012)#Alloy S.H.I.V.|Alloy S.H.I.V.]] requires that the [[Carapace Armor (EU2012)|Carapace Armor]] research &#039;&#039;also&#039;&#039; be completed, and these &#039;&#039;plus&#039;&#039; the [[Firestorm (EU2012)|Firestorm]] research tree for the [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] (i.e., the latter two are &#039;&#039;&#039;not&#039;&#039;&#039; additional Research/Foundry projects).&lt;br /&gt;
====S.H.I.V. Suppression====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:S.H.I.V. Suppression Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;:[[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Allow [[S.H.I.V. (EU2012)|S.H.I.V.]] suppressive fire&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of [[Suppression (EU2012)|suppressive fire]], letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Effectively the same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s Suppression ability.&lt;br /&gt;
====S.H.I.V. Laser====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Heavy Lasers Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&amp;lt;br&amp;gt;All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with laser version&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Adds +2 damage, +15 aim, +5 crit chance compared to Minigun.&lt;br /&gt;
*Naturally, if your play style includes even some S.H.I.V. usage, this should be gotten at earliest opportunity.&lt;br /&gt;
====S.H.I.V. Plasma====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Plasma Cannon Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §200&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;45 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  30 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Plasma Weaponry&amp;lt;br&amp;gt;All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with plasma version&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Adds +4 damage, +25 aim, +10 crit chance compared to Minigun.&lt;br /&gt;
* As with the S.H.I.V. Laser, this should be gotten at earliest opportunity if you use them. If not: the 30 fragments price makes it unimportant. Does not require the Laser upgrade to be completed first.&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Repair====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:S.H.I.V. Repair Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]] and [[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §70&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;15 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Allows soldiers to repair [[S.H.I.V. (EU2012)|S.H.I.V.]] units with [[Arc Thrower (EU2012)|Arc Thrower]]. On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] MECs can also be repaired. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;After studying one of the small alien drone units, we believe that we could upgrade our Arc Thrower with the drone&#039;s &#039;robotic repair&#039; ability, allowing our soldiers to repair S.H.I.V. units in combat.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, a possible priority for S.H.I.V. users, if you cannot hack [[Drone (EU2012)|Drone]] for whatever reason (none available, can&#039;t get to them, etc).&lt;br /&gt;
* Each use repairs 6 HPs of a S.H.I.V.. On the Enemy Within DLC it can also be used to repair [[MEC Trooper (EU2012)|MEC Trooper]]s.&lt;br /&gt;
&lt;br /&gt;
===Weapons/Equipment===&lt;br /&gt;
====Improved Pistol I====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol I Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All pistols [[Critical Hits (EU2012)|Critical Chance]] increased by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their on their targets.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* This upgrade gets added even though it is not mentioned in the critical column.&lt;br /&gt;
* NOTE: This upgrade may currently be bugged and not actually apply its modifier. However, this bug is listed as fixed on the release notes for the 25/02/2014 patch [http://forums.2k.com/showthread.php?434501-XCOM-Enemy-Within-2-25-2014-Update-Notes]&lt;br /&gt;
&lt;br /&gt;
====Improved Pistol II====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol II Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases all pistols Aim by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* This upgrade is currently ineffective. This bug has NOT been solved on the Enemy Within DLC.&lt;br /&gt;
&lt;br /&gt;
====Improved Pistol III====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol III Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All pistols Damage increased by 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*To a &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; [[Sniper (EU2012)|Sniper]] with a Plasma Pistol, this totals to a respectable base damage of 5-7.&lt;br /&gt;
* NOTE: As of Jan 2014, this is the only Pistol upgrade confirmed to work. [[S.C.O.P.E. (EU2012)|S.C.O.P.E.s]] still affect Pistol shots, however.&lt;br /&gt;
&lt;br /&gt;
====[[S.C.O.P.E._(EU2012)|S.C.O.P.E.]] Upgrade====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SCOPE Upgrade Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&#039;s [[Critical Hits (EU2012)|Critical Chance]] by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*The item and upgrade of choice for a [[Sniper (EU2012)|Sniper]].&lt;br /&gt;
*This upgrade gets added even though it is not mentioned in the critical column.&lt;br /&gt;
====[[Alien_Grenade_(EU2012)|Alien Grenades]] ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Alien Grenades Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §75&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  1x [[Alien Grenade (EU2012)|Alien Grenade]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  All Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Alien Grenades will become available in unlimited quantity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all of our current frag grenades to this new, deadlier version.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
* On EU this upgrade is often fairly irrelevant.  Assuming you stun-capture a [[Muton (EU2012)|Muton]], [[Heavy Floater (EU2012)|Heavy Floater]], and a [[Muton Elite (EU2012)|Muton Elite]], you&#039;ll get three Alien Grenades, which is more than enough for most teams: your money, Elerium, alloys, and especially fragments are best spent elsewhere.&lt;br /&gt;
* On the Enemy Within DLC the 2 items allowed by Tactical Rigging can make it more useful if you&#039;re planning to use a lot of grenades. Furthermore, any MEC Trooper with a Grenade Launcher equipped will do more damage (increases the damage from 4 to 5) with the grenades with Alien Grenades researched.&lt;br /&gt;
** However, security personnel on [[XCOM_Base_Defense_(EU2012)|Base Defense]] will still only carry basic grenades, so don&#039;t research it just for that.&lt;br /&gt;
&lt;br /&gt;
====Improved [[Medikit_(EU2012)|Medikit]]====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Medikit Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §125 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Thin Man Corpse (EU2012)|Thin Man Corpse]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;15 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Healing delivered by a single [[Medikit (EU2012)|Medikit]] charge increased from 4 to 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;The flexible physiology of the [[Thin Man (EU2012)|Thin Men]] has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*For your Medic [[Support_(EU2012)|Support]], this can either be an alternative to the &#039;&#039;&#039;Savior&#039;&#039;&#039; Ability (additional 4 pts per heal), or in conjunction with it, for a total of 10 pt heals per use. Plus &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, that&#039;s up to 30 HP a mission.&lt;br /&gt;
**In Enemy Within, the MEC-2 Sentinel&#039;s Restorative Mist also benefits from this upgrade, and perhaps even makes better use of it, give it is an area-of-effect heal, meaning a single charge could theoretically heal 36 total damage (6 on each member of the Squad).&lt;br /&gt;
&lt;br /&gt;
====Improved [[Arc_Thrower_(EU2012)|Arc Thrower]] ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Arc Thrower Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]] and [[Elerium (EU2012)|Elerium]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §100&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Drone Wreck (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;20x [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Aliens up to 6 HP can be successfully stunned&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
*Very useful for late-game captures: your more powerful weapons will weaken stronger aliens, but probably won&#039;t be able to &amp;quot;stop on a dime&amp;quot; and leave them at 1-3 HP (and will kill them outright instead), but Mindfray takes off a whole 5 pt bar of HP each time, which in whole gives you some room for making any last captures.&lt;br /&gt;
*Before this upgrade: 3,2,1 HP -&amp;gt; 70,80,90% chance. After: 6,5,4,3,2,1 HP -&amp;gt; 70,80,90,95,95,95% chance. &lt;br /&gt;
====[[Drone (EU2012)|Drone]] Capture====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Drone Autopsy Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]], [[Drone Autopsy (EU2012)|Drone Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §175&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Drone Wreck (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Allows Arc Thrower to hack control of [[Drone (EU2012)|Drones]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 damage weapon, repair S.H.I.V. and other Drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.&lt;br /&gt;
====Ammo Conservation====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Ammo Conservation Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Muton Autopsy (EU2012)|Muton Autopsy]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;90 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 [[Muton Corpse (EU2012)|Muton Corpse]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All weapons can be fired twice as many times before reloading&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;[[Muton (EU2012)|Muton]] armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game. As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
====Advanced Repair====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Advanced Repair Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy ]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §175&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&amp;lt;br&amp;gt;20 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |   N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Improves repair rate of [[S.H.I.V. (EU2012)|S.H.I.V.s]] and [[Hangar (EU2012)#Crafts|aircraft]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Not too expensive, but depending on your luck with where/when UFOs appear, you may or may not need this. The big drawback is that by the time Heavy Floaters begin to appear, you&#039;ll probably have [[Firestorm (EU2012)|Firestorm]]s and Plasma Weapons, and not be too burdened by repair times.&lt;br /&gt;
*On the other hand, if you&#039;re using a lot of SHIVs, this can help keep them ready for the next mission, meaning you need less overall.&lt;br /&gt;
&lt;br /&gt;
====Advanced Flight====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Archangel Armor Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §325&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&amp;lt;br&amp;gt;2 [[Drone (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]]&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Flight&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Doubles fuel for Archangel Armor from 6 to 12, and [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] from 12 to 24&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*As Archangel Armor is the suit of choice for [[Sniper (EU2012)|Snipers]], especially ones with Squad Sight, the additional moves are appreciable.&lt;br /&gt;
====Advanced Construction====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Advanced Construction Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §375&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 [[Sectopod Wreck (EU2012)|Sectopod Wreck]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;30 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Allows you to construct facilities in half time for double cost&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*A very late-game upgrade, the most use you will have left from this is filling out your [[Firestorm (EU2012)|Firestorm]] fleet, and, if you feel the need, reorganizing your base facilities in short order.&lt;br /&gt;
* It is toggled when facility/item is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;&lt;br /&gt;
====Stealth [[Satellite (EU2012)|Satellites]]====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Stealth Satellites Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | UFO Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Makes [[Satellite (EU2012)|Satellites]] harder to detect by [[UFOs (EU2012)|UFOs]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*As long as you shoot down a UFO, it won&#039;t spawn a [[Battleship (EU2012)|Battleship]] that will attempt to destroy your satellites (which they will then seem to do with regular success anyways). Those flight computers would be of better use on [[Firestorm (EU2012)|Firestorm]]s.&lt;br /&gt;
&lt;br /&gt;
===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===&lt;br /&gt;
====Tactical Rigging====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|100px|Tactical Rigging]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gives all [[Soldiers (EU2012)|soldiers]] 2 [[Equipment (EU2012)|item]] slots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM&#039;s individual soldier protection systems. These will enable soldiers to bring a second item into battle.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* One of the most important upgrade in Enemy Within; it basically gives the original Deep Pockets ability to everyone you have.  Being able to carry two items makes certain items, such as the [[Mind Shield (EU2012)|Mind Shield]], significantly more attractive.&lt;br /&gt;
* It&#039;s also a great way to make sure you always have someone to patch up a critically wounded squad mate, even if its the Medic who got dropped.&lt;br /&gt;
* If you don&#039;t know what to give a soldier in his second slot, you can almost never go wrong with a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] or a [[Medikit (EU2012)|Medikit]].&lt;br /&gt;
&lt;br /&gt;
====Sentinel Drone====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|100px|Sentinel Drone]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Drone Autopsy (EU2012)|Drone Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §80&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Repairs 2 HP per turn. Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we&#039;ve been able to retain its repair capability and use its spare AI cycles to improve the SHIV&#039;s situational firing heuristics.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
====Shaped Armor====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|100px|Shaped Armor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;:  [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] stats by 3 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The invaders&#039; mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 3 HP might not sound like a lot, but it makes a big difference on MECs, given how much fire they tend to attract.  It&#039;s less important if you&#039;re only using S.H.I.V.s, since they&#039;re replaceable.&lt;br /&gt;
* If you&#039;re using this with S.H.I.V.s, this will extend the repair time because they can lose more HP before dying.  You may want to build a few extra, or research Advanced Repair, if not both. MECs do not suffer from this downside.&lt;br /&gt;
&lt;br /&gt;
====Advanced Servomotors====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|100px|Advanced Servomotors]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Gives +3 movement points to [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] units&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;After a careful examination we&#039;ve been able to replicate the articulated joints of the [[Mechtoid (EU2012)|Mechtoid]], allowing for mobility improvements on both our cybersuits and SHIV Units.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Basically, this is the equivalent of the Sprinter [[Abilities (EU2012)|ability]] for MECs and S.H.I.V.s. If you&#039;re using them, its a great upgrade. If you aren&#039;t, don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
====Elerium Jelly====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|100px|Elerium Jelly]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§200&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |10 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Increases Flamethrower damage from 6 to 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;Using Elerium in tactical situations is quite risky; in the absence of a full sized craft&#039;s regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re using the Flamethrower, you should probably buy this.  9 damage is enough to one-hit a [[Muton (EU2012)|Muton]] and most [[EXALT Units (EU2012)|EXALT operatives]]. Remember: injured enemies can shoot back. Dead enemies can&#039;t.&lt;br /&gt;
&lt;br /&gt;
====MEC Close Combat====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|100px|MEC Close Combat]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]] and&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§200&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Kinetic Strike no longer ends the MEC&#039;s turn. Increases Kinetic Strike Module&#039;s damage from 12 to 18 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re using Kinetic Strike Module, this allows your MEC to one-shot most enemies in the game in melee. If you aren&#039;t, don&#039;t waste your credits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=58127</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=58127"/>
		<updated>2014-07-21T12:01:27Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: Corrected info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|defense]] equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus [[Critical Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a Minigun by default.  The weapon is automatically upgraded to the weapons best available based on [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
Each S.H.I.V costs §50 and takes 7 days (3 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|14&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].&lt;br /&gt;
Each Alloy S.H.I.V costs §75 and requires 10 Engineers and 20 Alien Alloys, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]].&lt;br /&gt;
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does &#039;&#039;&#039;not&#039;&#039;&#039; provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].&lt;br /&gt;
Each Hover S.H.I.V costs §100 and requires 20 Engineers and 30 Alien Alloys and 20 Elerium, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Suppression&#039;&#039;&#039; - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s [[Suppression (EU2012)|suppression]] ability.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039; - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +2 damage, +15 aim, +5 crit chance. &lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039; - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. +4 damage, +25 aim, +10 crit chance&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039; - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.&lt;br /&gt;
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry&#039;s Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039; - [[Foundry_(EU2012)|Foundry]] version of the [[OTS (EU2012)|Officer Training School]]&#039;s &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039;: speeds up repairs when you get home.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Flight&#039;&#039;&#039; - Doubles the Hover S.H.I.V. fuel capacity.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Construction&#039;&#039;&#039; - Halves build time.&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. Increases movement.&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired by 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|soldier]] and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.&lt;br /&gt;
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms in Enemy Unknown but can hop over half cover walls and berms in the Enemy Within expansion.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete although S.H.I.V.s do benefit from the Shaped Armor foundry upgrade in Enemy Within for an additional three hps.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
** However, if disaster strikes and you lose a lot of high ranked soldiers, fielding some S.H.I.V.s is better than fielding a full squad of inexperienced soldiers.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.&lt;br /&gt;
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]&#039;s Psi-lance or Rift.&lt;br /&gt;
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes, defuse bombs, and capture meld containers. &lt;br /&gt;
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:shiv.jpg| &#039;&#039;Regular S.H.I.V.&#039;&#039;&lt;br /&gt;
File:ashiv.jpg| &#039;&#039;Alloy S.H.I.V.&#039;&#039;&lt;br /&gt;
File:hshiv.jpg| &#039;&#039;Hover S.H.I.V.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
S.H.I.V.s are named &amp;quot;Thunder-X&amp;quot;, Alloy S.H.I.V.s are named &amp;quot;Goliath-X&amp;quot; and Hover S.H.I.V.s are named &amp;quot;Lightning-X&amp;quot;, where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* For the [[XCOM]] equivalent see [[Heavy Weapons Platforms]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=58126</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=58126"/>
		<updated>2014-07-21T09:58:00Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Foundry Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|defense]] equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus [[Critical Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a Minigun by default.  The weapon is automatically upgraded to the weapons best available based on [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
Each S.H.I.V costs §100 and takes 7 days to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].&lt;br /&gt;
Each Alloy S.H.I.V costs §150 and requires 10 Engineers and 40 Alien Alloys, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]].&lt;br /&gt;
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does &#039;&#039;&#039;not&#039;&#039;&#039; provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].&lt;br /&gt;
Each Hover S.H.I.V costs §200 and requires 20 Engineers and 60 Alien Alloys and 40 Elerium, taking 7 days to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Suppression&#039;&#039;&#039; - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s [[Suppression (EU2012)|suppression]] ability.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039; - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +2 damage, +10 aim (+15 aim in Enemy Within). &lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039; - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. +4 damage, +25 aim.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039; - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.&lt;br /&gt;
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry&#039;s Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039; - [[Foundry_(EU2012)|Foundry]] version of the [[OTS (EU2012)|Officer Training School]]&#039;s &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039;: speeds up repairs when you get home.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Flight&#039;&#039;&#039; - Doubles the Hover S.H.I.V. fuel capacity.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Construction&#039;&#039;&#039; - halves build time.&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. Increases movement.&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired by 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|soldier]] and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.&lt;br /&gt;
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms in Enemy Unknown but can hop over half cover walls and berms in the Enemy Within expansion.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete although S.H.I.V.s do benefit from the Shaped Armor foundry upgrade in Enemy Within for an additional three hps.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
** However, if disaster strikes and you lose a lot of high ranked soldiers, fielding some S.H.I.V.s is better than fielding a full squad of inexperienced soldiers.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.&lt;br /&gt;
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]&#039;s Psi-lance or Rift.&lt;br /&gt;
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes, defuse bombs, and capture meld containers. &lt;br /&gt;
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:shiv.jpg| &#039;&#039;Regular S.H.I.V.&#039;&#039;&lt;br /&gt;
File:ashiv.jpg| &#039;&#039;Alloy S.H.I.V.&#039;&#039;&lt;br /&gt;
File:hshiv.jpg| &#039;&#039;Hover S.H.I.V.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
S.H.I.V.s are named &amp;quot;Thunder-X&amp;quot;, Alloy S.H.I.V.s are named &amp;quot;Goliath-X&amp;quot; and Hover S.H.I.V.s are named &amp;quot;Lightning-X&amp;quot;, where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* For the [[XCOM]] equivalent see [[Heavy Weapons Platforms]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=58123</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=58123"/>
		<updated>2014-07-20T22:32:58Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* S.H.I.V. Repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Foundry.jpg|thumb|right|300px|The Foundry.]]&lt;br /&gt;
&lt;br /&gt;
The Foundry allows for item upgrades similar to the [[Officer Training School (EU2012)|Officer Training School]].  Unlike the OTS, Foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various [[Research (EU2012)#Research Credits|Research Credits]]. Also, take note that, unlike [[Research (EU2012)|Research]] projects, multiple Foundry projects can be run at the same time (they will not affect each other&#039;s time requirement).&lt;br /&gt;
&lt;br /&gt;
In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Foundry counts as a [[Workshop (EU2012)|Workshop]] for Adjacency Bonus purposes.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The Foundry must be constructed in the [[XCOM Headquarters (EU2012)|HQ]] in order to be accessed.  Cost and Time are based off 5 Engineers on Classic [[Difficulty (EU2012)|difficulty]].&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the [[XCOM Headquarters (EU2012)|XCOM bas]]e is located in Asia or by providing Asia with full [[Satellite (EU2012)|satellite]] coverage, commanders are granted the continent bonus &#039;&#039;&#039;Future Combat&#039;&#039;&#039;. This bonus reduces most of the resource requirements for Foundry projects by 50%. However, the requirements for [[Weapon Fragments (EU2012)|Weapon Fragments]], Corpses, Engineers, and base items to be improved upon (i.e. [[Alien Grenade (EU2012)|Alien Grenade]]) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
===S.H.I.V.s===&lt;br /&gt;
====Heavy Weapons Platform ([[S.H.I.V._(EU2012)|S.H.I.V.]])====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Heavy Weapons Platform Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§70 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |5 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Basic [[S.H.I.V. (EU2012)|S.H.I.V.]] becomes available in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
*This unlocks S.H.I.V.s in general: the [[S.H.I.V. (EU2012)#Alloy S.H.I.V.|Alloy S.H.I.V.]] requires that the [[Carapace Armor (EU2012)|Carapace Armor]] research &#039;&#039;also&#039;&#039; be completed, and these &#039;&#039;plus&#039;&#039; the [[Firestorm (EU2012)|Firestorm]] research tree for the [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] (i.e., the latter two are &#039;&#039;&#039;not&#039;&#039;&#039; additional Research/Foundry projects).&lt;br /&gt;
====S.H.I.V. Suppression====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:S.H.I.V. Suppression Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;:[[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Allow [[S.H.I.V. (EU2012)|S.H.I.V.]] suppressive fire&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of [[Suppression (EU2012)|suppressive fire]], letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Effectively the same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s Suppression ability.&lt;br /&gt;
====S.H.I.V. Laser====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Heavy Lasers Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&amp;lt;br&amp;gt;All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with laser version&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Naturally, if your play style includes even some S.H.I.V. usage, this should be gotten at earliest opportunity.&lt;br /&gt;
*Also adds +10 aim to S.H.I.V.&lt;br /&gt;
====S.H.I.V. Plasma====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Plasma Cannon Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §200&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;45 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  30 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Plasma Weaponry&amp;lt;br&amp;gt;All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with plasma version&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* As with the S.H.I.V. Laser, this should be gotten at earliest opportunity if you use them. If not: the 30 fragments price makes it unimportant. Does not require the Laser upgrade to be completed first.&lt;br /&gt;
*Confers additional +15 aim to S.H.I.V.&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Repair====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:S.H.I.V. Repair Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]] and [[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §70&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;15 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Allows soldiers to repair [[S.H.I.V. (EU2012)|S.H.I.V.]] units with [[Arc Thrower (EU2012)|Arc Thrower]]. On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] MECs can also be repaired. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;After studying one of the small alien drone units, we believe that we could upgrade our Arc Thrower with the drone&#039;s &#039;robotic repair&#039; ability, allowing our soldiers to repair S.H.I.V. units in combat.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, a possible priority for S.H.I.V. users, if you cannot hack [[Drone (EU2012)|Drone]] for whatever reason (none available, can&#039;t get to them, etc).&lt;br /&gt;
* Each use repairs 6 HPs of a S.H.I.V.. On the Enemy Within DLC it can also be used to repair [[MEC Trooper (EU2012)|MEC Trooper]]s.&lt;br /&gt;
&lt;br /&gt;
===Weapons/Equipment===&lt;br /&gt;
====Improved Pistol I====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol I Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All pistols [[Critical Hits (EU2012)|Critical Chance]] increased by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their on their targets.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* This upgrade gets added even though it is not mentioned in the critical column.&lt;br /&gt;
* NOTE: This upgrade may currently be bugged and not actually apply its modifier. However, this bug is listed as fixed on the release notes for the 25/02/2014 patch [http://forums.2k.com/showthread.php?434501-XCOM-Enemy-Within-2-25-2014-Update-Notes]&lt;br /&gt;
&lt;br /&gt;
====Improved Pistol II====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol II Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases all pistols Aim by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* This upgrade is currently ineffective. This bug has NOT been solved on the Enemy Within DLC.&lt;br /&gt;
&lt;br /&gt;
====Improved Pistol III====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol III Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All pistols Damage increased by 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*To a &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; [[Sniper (EU2012)|Sniper]] with a Plasma Pistol, this totals to a respectable base damage of 5-7.&lt;br /&gt;
* NOTE: As of Jan 2014, this is the only Pistol upgrade confirmed to work. [[S.C.O.P.E. (EU2012)|S.C.O.P.E.s]] still affect Pistol shots, however.&lt;br /&gt;
&lt;br /&gt;
====[[S.C.O.P.E._(EU2012)|S.C.O.P.E.]] Upgrade====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SCOPE Upgrade Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&#039;s [[Critical Hits (EU2012)|Critical Chance]] by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*The item and upgrade of choice for a [[Sniper (EU2012)|Sniper]].&lt;br /&gt;
*This upgrade gets added even though it is not mentioned in the critical column.&lt;br /&gt;
====[[Alien_Grenade_(EU2012)|Alien Grenades]] ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Alien Grenades Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §75&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  1x [[Alien Grenade (EU2012)|Alien Grenade]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  All Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Alien Grenades will become available in unlimited quantity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all of our current frag grenades to this new, deadlier version.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
* On EU this upgrade is often fairly irrelevant.  Assuming you stun-capture a [[Muton (EU2012)|Muton]], [[Heavy Floater (EU2012)|Heavy Floater]], and a [[Muton Elite (EU2012)|Muton Elite]], you&#039;ll get three Alien Grenades, which is more than enough for most teams: your money, Elerium, alloys, and especially fragments are best spent elsewhere.&lt;br /&gt;
* On the Enemy Within DLC the 2 items allowed by Tactical Rigging can make it more useful if you&#039;re planning to use a lot of grenades. Furthermore, any MEC Trooper with a Grenade Launcher equipped will do more damage (increases the damage from 4 to 5) with the grenades with Alien Grenades researched.&lt;br /&gt;
** However, security personnel on [[XCOM_Base_Defense_(EU2012)|Base Defense]] will still only carry basic grenades, so don&#039;t research it just for that.&lt;br /&gt;
&lt;br /&gt;
====Improved [[Medikit_(EU2012)|Medikit]]====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Medikit Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §125 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Thin Man Corpse (EU2012)|Thin Man Corpse]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;15 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Healing delivered by a single [[Medikit (EU2012)|Medikit]] charge increased from 4 to 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;The flexible physiology of the [[Thin Man (EU2012)|Thin Men]] has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*For your Medic [[Support_(EU2012)|Support]], this can either be an alternative to the &#039;&#039;&#039;Savior&#039;&#039;&#039; Ability (additional 4 pts per heal), or in conjunction with it, for a total of 10 pt heals per use. Plus &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, that&#039;s up to 30 HP a mission.&lt;br /&gt;
**In Enemy Within, the MEC-2 Sentinel&#039;s Restorative Mist also benefits from this upgrade, and perhaps even makes better use of it, give it is an area-of-effect heal, meaning a single charge could theoretically heal 36 total damage (6 on each member of the Squad).&lt;br /&gt;
&lt;br /&gt;
====Improved [[Arc_Thrower_(EU2012)|Arc Thrower]] ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Arc Thrower Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]] and [[Elerium (EU2012)|Elerium]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §100&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Drone Wreck (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;20x [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Aliens up to 6 HP can be successfully stunned&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
*Very useful for late-game captures: your more powerful weapons will weaken stronger aliens, but probably won&#039;t be able to &amp;quot;stop on a dime&amp;quot; and leave them at 1-3 HP (and will kill them outright instead), but Mindfray takes off a whole 5 pt bar of HP each time, which in whole gives you some room for making any last captures.&lt;br /&gt;
*Before this upgrade: 3,2,1 HP -&amp;gt; 70,80,90% chance. After: 6,5,4,3,2,1 HP -&amp;gt; 70,80,90,95,95,95% chance. &lt;br /&gt;
====[[Drone (EU2012)|Drone]] Capture====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Drone Autopsy Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]], [[Drone Autopsy (EU2012)|Drone Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §175&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Drone Wreck (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Allows Arc Thrower to hack control of [[Drone (EU2012)|Drones]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 damage weapon, repair S.H.I.V. and other Drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.&lt;br /&gt;
====Ammo Conservation====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Ammo Conservation Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Muton Autopsy (EU2012)|Muton Autopsy]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;90 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 [[Muton Corpse (EU2012)|Muton Corpse]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&amp;lt;br&amp;gt;Weapons Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All weapons can be fired twice as many times before reloading&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;[[Muton (EU2012)|Muton]] armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game. As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
====Advanced Repair====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Advanced Repair Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy ]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §175&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&amp;lt;br&amp;gt;20 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |   N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Improves repair rate of [[S.H.I.V. (EU2012)|S.H.I.V.s]] and [[Hangar (EU2012)#Crafts|aircraft]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Not too expensive, but depending on your luck with where/when UFOs appear, you may or may not need this. The big drawback is that by the time Heavy Floaters begin to appear, you&#039;ll probably have [[Firestorm (EU2012)|Firestorm]]s and Plasma Weapons, and not be too burdened by repair times.&lt;br /&gt;
*On the other hand, if you&#039;re using a lot of SHIVs, this can help keep them ready for the next mission, meaning you need less overall.&lt;br /&gt;
&lt;br /&gt;
====Advanced Flight====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Archangel Armor Research (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §325&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&amp;lt;br&amp;gt;2 [[Drone (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]]&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Flight&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Doubles fuel for Archangel Armor from 6 to 12, and [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] from 12 to 24&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*As Archangel Armor is the suit of choice for [[Sniper (EU2012)|Snipers]], especially ones with Squad Sight, the additional moves are appreciable.&lt;br /&gt;
====Advanced Construction====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Advanced Construction Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §375&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 [[Sectopod Wreck (EU2012)|Sectopod Wreck]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;30 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Allows you to construct facilities in half time for double cost&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*A very late-game upgrade, the most use you will have left from this is filling out your [[Firestorm (EU2012)|Firestorm]] fleet, and, if you feel the need, reorganizing your base facilities in short order.&lt;br /&gt;
* It is toggled when facility/item is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;&lt;br /&gt;
====Stealth [[Satellite (EU2012)|Satellites]]====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Stealth Satellites Foundry (EU2012).png|100px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | UFO Technology&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Makes [[Satellite (EU2012)|Satellites]] harder to detect by [[UFOs (EU2012)|UFOs]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*As long as you shoot down a UFO, it won&#039;t spawn a [[Battleship (EU2012)|Battleship]] that will attempt to destroy your satellites (which they will then seem to do with regular success anyways). Those flight computers would be of better use on [[Firestorm (EU2012)|Firestorm]]s.&lt;br /&gt;
&lt;br /&gt;
===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===&lt;br /&gt;
====Tactical Rigging====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|100px|Tactical Rigging]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gives all [[Soldiers (EU2012)|soldiers]] 2 [[Equipment (EU2012)|item]] slots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM&#039;s individual soldier protection systems. These will enable soldiers to bring a second item into battle.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* One of the most important upgrade in Enemy Within; it basically gives the original Deep Pockets ability to everyone you have.  Being able to carry two items makes certain items, such as the [[Mind Shield (EU2012)|Mind Shield]], significantly more attractive.&lt;br /&gt;
* It&#039;s also a great way to make sure you always have someone to patch up a critically wounded squad mate, even if its the Medic who got dropped.&lt;br /&gt;
* If you don&#039;t know what to give a soldier in his second slot, you can almost never go wrong with a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] or a [[Medikit (EU2012)|Medikit]].&lt;br /&gt;
&lt;br /&gt;
====Sentinel Drone====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|100px|Sentinel Drone]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Drone Autopsy (EU2012)|Drone Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §80&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Repairs 2 HP per turn. Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we&#039;ve been able to retain its repair capability and use its spare AI cycles to improve the SHIV&#039;s situational firing heuristics.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
====Shaped Armor====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|100px|Shaped Armor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;:  [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] stats by 3 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The invaders&#039; mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 3 HP might not sound like a lot, but it makes a big difference on MECs, given how much fire they tend to attract.  It&#039;s less important if you&#039;re only using S.H.I.V.s, since they&#039;re replaceable.&lt;br /&gt;
* If you&#039;re using this with S.H.I.V.s, this will extend the repair time because they can lose more HP before dying.  You may want to build a few extra, or research Advanced Repair, if not both. MECs do not suffer from this downside.&lt;br /&gt;
&lt;br /&gt;
====Advanced Servomotors====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|100px|Advanced Servomotors]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Gives +3 movement points to [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] units&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;After a careful examination we&#039;ve been able to replicate the articulated joints of the [[Mechtoid (EU2012)|Mechtoid]], allowing for mobility improvements on both our cybersuits and SHIV Units.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Basically, this is the equivalent of the Sprinter [[Abilities (EU2012)|ability]] for MECs and S.H.I.V.s. If you&#039;re using them, its a great upgrade. If you aren&#039;t, don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
====Elerium Jelly====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|100px|Elerium Jelly]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§200&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |10 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Increases Flamethrower damage from 6 to 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;Using Elerium in tactical situations is quite risky; in the absence of a full sized craft&#039;s regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re using the Flamethrower, you should probably buy this.  9 damage is enough to one-hit a [[Muton (EU2012)|Muton]] and most [[EXALT Units (EU2012)|EXALT operatives]]. Remember: injured enemies can shoot back. Dead enemies can&#039;t.&lt;br /&gt;
&lt;br /&gt;
====MEC Close Combat====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|100px|MEC Close Combat]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]] and&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§200&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Kinetic Strike no longer ends the MEC&#039;s turn. Increases Kinetic Strike Module&#039;s damage from 12 to 18 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re using Kinetic Strike Module, this allows your MEC to one-shot most enemies in the game in melee. If you aren&#039;t, don&#039;t waste your credits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(EU2012)&amp;diff=58118</id>
		<title>Damage (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(EU2012)&amp;diff=58118"/>
		<updated>2014-07-20T13:50:14Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Damage Modifiers */ mayhem bonus to rockets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
Damage is a stat that determines the the amount of health points (HPs) that will be removed from a unit upon being hit by a shot from a [[Weapons (EU2012)|weapon]], an explosion or some specific [[Abilities (EU2012)|abilities]] such as Mindfray or others.  &lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
There are essentially two different ways of calculating damage in the game: &lt;br /&gt;
#Random damage, dealt by firearms and melee weapons (pistols, rifles, blades, claws, etc.), with the damage value being determined randomly (and specially when using [[ (EU2012)| ]]Second Wave&#039;s Damage Roulette option) and the possibility of inflicting Critical Damage, or additional damage.&lt;br /&gt;
#Static damage, inflicted by explosives (grenades, rockets, exploding objects, etc.) or other means such as poison or Psionic abilities, which is fixed and cannot inflict critical hits.&lt;br /&gt;
&lt;br /&gt;
Regarding weapons/items, each has a defined damage stat but the game uses two types of damage when performing calculations to determine the total damage inflicted upon a target:&lt;br /&gt;
#Base Damage, which has a fixed value but that can be either static or variable (random).&lt;br /&gt;
#Critical Damage, which is always random. &lt;br /&gt;
&lt;br /&gt;
==Random Damage==&lt;br /&gt;
[[File:Damage_Plasma_Rifle_(EU2012).png|right|Enemy Within DLC display|150px]]&lt;br /&gt;
Random Damage only applies to firearms (conventional, laser and plasma) and can vary between -1 and +1 of the weapon&#039;s fixed Base Damage value for non-critical hits.&lt;br /&gt;
&lt;br /&gt;
As an example, the Plasma Rifle on the right has a fixed value of 7 for its Base Damage, but this value randomly can vary between 6 and 8 damage upon hitting a target. &lt;br /&gt;
&lt;br /&gt;
Regarding critical hits, Critical Damage can vary according to the following formula [http://forums.nexusmods.com/index.php?/topic/1017741-r-d-damage-mods/]: &lt;br /&gt;
#Base Damage (fixed value) is increased by +1&lt;br /&gt;
#Result is multiplied by 1.5, any fractions are rounded down&lt;br /&gt;
#Result is added by a random number between 0 and 2, then subtracted by -1&lt;br /&gt;
&lt;br /&gt;
Although this formula is the one used to display the Critical Damage numbers on the weapons info at the Barracks, during missions it isn&#039;t used due to a [[Bugs (EU2012)|bug]] and the actual damage results are different than the displayed numbers. Instead of getting 3 possible results for Critical Damage, for instance the 11-13 listed for the Plasma Rifle, the game will only produce 2 results, with one having a 66% chance of occuring and the other a 33% chance. For a breakdown of the differences, see [[Weapons (EU2012)#Precision Weapons|Weapons]]. &lt;br /&gt;
===Damage Roulette===&lt;br /&gt;
Damage Roulette is a [[Second Wave (EU2012)|Second Wave]] option that further increases the randomness of each weapon.&lt;br /&gt;
&lt;br /&gt;
#Base Damage can vary between between 1 and the weapons&#039; Base Damage fixed value + 50% (rounded down)&lt;br /&gt;
#Critical Damage adds the base damage fixed value to the previously calculated random damage. &lt;br /&gt;
&lt;br /&gt;
As an example, a [[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;s Base Damage can vary between 1 and 10 (7 + 3.5, round down). Its Critical Damage can vary between 8 and 17 (1 to 10, plus 7).&lt;br /&gt;
&lt;br /&gt;
==Damage Values Display==&lt;br /&gt;
&lt;br /&gt;
On vanilla EU, the weapon info box will only display the Base Damage&#039;s fixed value and the lower value for Critical Damage. However, on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the box will display the range of possible values for both Base and Critical Damage. &lt;br /&gt;
&lt;br /&gt;
During tactical combat, the game will also give information about the weapon&#039;s Base Damage when pressing fire. The number displayed will be the maximum Base Damage possible. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=250px heights=125px perrow=3  caption=&amp;quot;Damage Values Display&amp;quot;&amp;gt;&lt;br /&gt;
File:Damage_Sniper_Rifle_(EU2012).png|Info Box (EU)&lt;br /&gt;
File:Damage_Sniper_Rifle_EW (EU2012).png|Info Box (EW DLC)&lt;br /&gt;
File:Damage Display Tactical (EU2012).png|Assault Rifle about to fire&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discrepancies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the Enemy Within DLC, the information about the weapons that can be seem at the Barracks is clearly incorrect for some weapons regarding their actual Critical Damage values due to a bug previously mentioned. Some examples are listed below: &lt;br /&gt;
* Assault Rifle &amp;amp; Plasma Pistol: Critical Damage listed as between 5-7, actual values are 4-6.  &lt;br /&gt;
&lt;br /&gt;
==Damage Modifiers==&lt;br /&gt;
Some class abilities or Foundry upgrades will increase/reduce the damage output of a unit or its weapon.&lt;br /&gt;
* &#039;&#039;&#039;Headshot&#039;&#039;&#039;: +2/2/3 Damage to Sniper Rifle, depending on weapon tech value.&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;: +2 Damage to pistols.&lt;br /&gt;
* &#039;&#039;&#039;Shredder&#039;&#039;&#039;: +33% Damage from all sources to the target.&lt;br /&gt;
* &#039;&#039;&#039;Flush&#039;&#039;&#039;: reduces damage by 50%.&lt;br /&gt;
* &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;: does 1/2/3 damage, depending on the Sniper Rifle&#039;s tech level. &lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;: +100% Damage against robotic enemies (has been lowered to 50% damage in the Enemy Within DLC).&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039;: +1/2/3 Damage, depending on the weapon tech level to Suppression, +2 to Rocket Launcher and +3 to Blaster Launcher projectiles. Does not confer additional damage to grenades.&lt;br /&gt;
* &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: +1 to +5 bonus Critical Damage, depending on the number of enemies.&lt;br /&gt;
* &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;: +50% Critical Damage.&lt;br /&gt;
* &#039;&#039;&#039;Grenadier&#039;&#039;&#039;: adds +1 damage to Frag, Needle and Alien Grenades (EW DLC).&lt;br /&gt;
* &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;: reduces incoming damage by 2, if in cover and not flanked.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: when used upon a Mechtoid it will reduce all incoming damage by 50% as long as the shield is active (EW DLC).&lt;br /&gt;
* &#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; will reduce all incoming damage to a Sectopod by 50% (Enemy Within DLC).&lt;br /&gt;
* &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;: &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039; (EW DLC).&lt;br /&gt;
*&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;: &#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039; Usually the damage inflicted will be 1/2/3, depending on the MEC Trooper&#039;s primary weapon. (EW DLC).&lt;br /&gt;
*&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;: &#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039; (EW DLC).&lt;br /&gt;
* &#039;&#039;&#039;Damage Control&#039;&#039;&#039;: &#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns.&#039;&#039; (EW DLC).&lt;br /&gt;
* &#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;: &#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039; (EW DLC).&lt;br /&gt;
* &#039;&#039;&#039;Improved Pistol III&#039;&#039;&#039;: All pistols Damage increased by 1 (EW DLC).&lt;br /&gt;
* &#039;&#039;&#039;Elerium Jelly&#039;&#039;&#039;: Increases Flamethrower damage from 6 to 9( EW DLC).&lt;br /&gt;
* &#039;&#039;&#039;MEC Close Combat&#039;&#039;&#039;: Increases Kinetic Strike Module&#039;s damage from 12 to 18 (EW DLC).&lt;br /&gt;
* &#039;&#039;&#039;Iron Skin&#039;&#039;&#039;: All damage taken is reduced by 25% (EW DLC).&lt;br /&gt;
&lt;br /&gt;
Also, there seems to be a Damage cap (at least for explosives) - Rocket Launchers will deal 16 max damage using HEAT Ammo and Mayhem (on vanilla EU), regardless of using Shredder rockets or not.&lt;br /&gt;
&lt;br /&gt;
== Back To ==&lt;br /&gt;
* [[Gameplay_Mechanics_(EU2012)|Gameplay Mechanics]]&lt;br /&gt;
* [[Enemy_Unknown_(EU2012)| Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=57476</id>
		<title>Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=57476"/>
		<updated>2014-06-23T15:22:13Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVIES (EU2012).png|thumb|480px|Heavy Squad]][[File: CLASS HEAVY.png|right|frame|64px|Heavy]]&lt;br /&gt;
A class specialising in high fire power and area damage with some support capabilities. The Heavy is at its strongest vs mechanical or high health enemies, but can also be really useful in situations were the enemies cluster together. With the heavy damage comes the drawback of high ammo consumption, lower accuracy, limited rockets and the the lack of a side arm.  &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[LMG (EU2012)|Light Machinegun]], [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]].&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: [[Rocket Launcher (EU2012)|Rocket Launcher]] or [[Blaster Launcher (EU2012)|Blaster Launcher]]. (Doesn&#039;t  carry a pistol).&lt;br /&gt;
&lt;br /&gt;
When it comes to abilities, the options are mostly between an improvement for more and powerful rockets/grenades versus a more potent attack with the soldiers primary weapon. &lt;br /&gt;
Heavies gain less stats upon promotion than other classes, +10 Aim, +4 HP and +14 Will as Colonel rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|center]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s. (4 Damage)&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Confers +50% damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY GRENADIER.png|32px|center]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY ROCKETEER.png|32px|center]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; a good opening since it will both destroy [[Cover (EU2012)|cover]] and increase [[Damage (EU2012)|damage]] on all following attacks that turn.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; can be used cover another soldier that is moving up on an alien in [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039; may neutralize a mind-controlled solder long enough to recover him/her.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; applies to all damage dealt by the Heavy (grenades, rockets, Mayhem ...)&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; gives  +1 damage) for the LMG, +2 for Heavy Laser, and +3 for [[Heavy Plasma (EU2012)|Heavy Plasma]].&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; combined with &#039;&#039;&#039;Suppression&#039;&#039;&#039; will deal area damage to units close to the suppressed one. Useful against aliens in high cover or versus [[Cyberdisc (EU2012)|Cyberdiscs]]/[[Sectopod (EU2012)|Sectopods]] with [[Drone (EU2012)|Drones]] and does not require the Heavy to hit the shot.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &#039;&#039;&#039;Suppression&#039;&#039;&#039; is also very useful as the killing blow to an alien with almost 0 health since its a 100% guaranteed shot. &lt;br /&gt;
* [[Blaster Launcher (EU2012)|Blaster Launcher]] does not require line of sight, but can be fired around buildings and walls.&lt;br /&gt;
* Note that the [[Second Wave (EU2012)|Second Wave]] modifier Not Created Equally is one way to make the Heavy class more useful in the endgame at higher difficulty levels, at the expense of having to hire, screen and fire a lot of soldiers after getting the [[OTS (EU2012)|OTS]] New Guy perk. Not Created Equally can randomly generate Heavy Squaddies with up to 82 Aim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here won&#039;t go on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Heavies are the [[Classes (EU2012)|class]] with the most varied choices: HEAT Ammo, Suppression, Shredder Rocket, etc. making each build an individual taste. You  can have an explosives specialist capable of putting out major damage in an area, making big plays to pull your squad out of the fire when XCOM decides to be... well, XCOM. Or you can have a Machinegunner expert that crowds out the Support for his job with Suppression, Bullet Swarm and Rapid Reaction. As for the Heavy himself, he&#039;s in an interesting place. Though all soldiers begin with 65 Aim, Heavies gain significantly less through promotion than their peers. In contrast, his [[LMG (EU2012)|LMG]] deals high damage, on par with a [[Sniper Rifle (EU2012)|Sniper Rifle]] or [[Shotgun (EU2012)|Shotgun]]. These facts, combined with his [[Rocket Launcher (EU2012)|Rocket Launcher]], make him a terror in the early game but potentially less reliable (and thus less relevant) as it progresses. Between their poor [[Aim (EU2012)|Aim]] and inability to fire rockets after moving, Heavies are the class most hampered by mobility.&lt;br /&gt;
&lt;br /&gt;
In light of this, beginning players may find explosives-centric heavies preferable. Suppression-focused heavies take a while to come into their own and depend on their squad to provide killing power once they do. Explosives Heavies are somewhat more straightforward to play, and they themselves provide more firepower to carry your team before it becomes a well-oiled X-Ray killing machine.&lt;br /&gt;
&lt;br /&gt;
For [[Psionic (EU2012)|psionic]] Heavies, Mind Control may suit a Heavy better, at least as a distraction to keep them and their cover from being attacked, keeping nearby aliens in position for a Rocket/Blaster attack.&lt;br /&gt;
&lt;br /&gt;
The Rocket Launcher has a potentially useful glitch: when the Heavy takes cover behind walls, particularly corners, a clipping oversight with targeting and the firing animation can allow him/her to step and shoot &#039;&#039;through&#039;&#039; the wall, logic and physics be damned. As long as the shot information says &amp;quot;90%&amp;quot;, and the blast radius &amp;quot;bubble&amp;quot; is where you are aiming, it can make the hit.&lt;br /&gt;
Similarly: be careful when attempting to shoot either Launcher to target an alien/terrain that&#039;s next to your Heavy. The firing animation may make them step into the blast radius.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=110px |[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|[[File:HEAVY BULLETSWARM.png|32px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; vs &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; [[File:HEAVY HOLO.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
Either choice will benefit both Heavy builds. Explosive Heavies usually go Bullet Swarm, although Holo-Targeting is also very useful for the rest of the squad to fire against the alien. Machinegunner Heavies may prefer Holo-Targeting in the long run, but also benefit from Bullet Swarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
* Gives great tactical flexibility. It allows for Fire and Move, Fire and Fire, Fire and [[Overwatch (EU2012)|Overwatch]], Fire and [[Suppression (EU2012)|Suppress]], Fire and Throw Grenade and (of course) Fire and Reload. In particular, shooting twice ends up yielding a statistically better chance of hitting a particular alien than Holo-Targeting him and ordering the rest of your Rookies to open fire.&lt;br /&gt;
* Also, firing twice gives the Heavy two chances to destroy his target&#039;s cover; in this event, he has just granted your squad &#039;&#039;more&#039;&#039; than the benefit of Holo-Targeting.&lt;br /&gt;
* The downside is faster ammo consumption. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &lt;br /&gt;
* Applies to both the Machinegun and the Launcher - Heavy shoots/blows cover and marks the remaining [[Alien Life Forms (EU2012)|aliens]] for the rest of the team to tag. &lt;br /&gt;
* Helps the whole team to focus their firepower on a single alien - it can be very useful in taking down high-threat aliens, regardless of [[Storyline (EU2012)|storyline]] progression. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=110px |[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|[[File:HEAVY SHREDDER.png|32px]] &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; vs &#039;&#039;&#039;Suppression&#039;&#039;&#039; [[File:HEAVY SUPPRESSION.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
Shredder Rocket for Explosive Heavies, Suppression for Machinegunner Heavies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; &lt;br /&gt;
* Useful throughout the game. On all difficulties except Impossible, they deal enough damage to one-shot [[Sectoid (EU2012)|Sectoids]], [[Thin Man (EU2012)|Thin Men]], and [[Floater (EU2012)|Floaters]], making them essentially just another rocket when you first get them;&lt;br /&gt;
* Shredder effect helps with high HP targets;&lt;br /&gt;
* The set damage provided by explosives can help set up aliens for [[Arc Thrower (EU2012)|capture]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppression&#039;&#039;&#039; &lt;br /&gt;
* Also a handy utility skill; &lt;br /&gt;
* Can be used to pin down an alien and prevent it from moving (and [[Flanking (EU2012)|flanking]] your position).&lt;br /&gt;
* Suppression will also drop its target&#039;s Aim by 30%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=110px |[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|[[File:HEAVY HEAT AMMO.png|32px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; vs &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; [[File:HEAVY RAPIDREACTION.png|32px]] &lt;br /&gt;
|}&lt;br /&gt;
Similar to the Corporal choice, both Heavies like HEAT Ammo, but Machinegunner Heavies can consider Rapid Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &lt;br /&gt;
* Deals extra damage to armmored opponents. Put simply, in XCOM, robots are the devil. Anything that hastens [[Cyberdisc (EU2012)|Cyberdiscs]], [[Mechtoid (EU2012)|Mechtoids]] and [[Sectopod (EU2012)|Sectopods]] to their circuity grave is awesome;&lt;br /&gt;
* HEAT boosted grenades will make short work of [[Drone (EU2012)|Drones]], saving your squad a lot of wasted effort.&lt;br /&gt;
* One of few ways to scale your explosives damage, until [[Blaster Launcher (EU2012)|Blaster Launcher]] is available;&lt;br /&gt;
* If combined with Bullet Swarm, Heavies can dole out massive quantities of damage to robotic units, and the team can even drop Cyberdiscs and Sectopods in one turn.&lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the bonus damage has been reduced from 100% to 50%, making it less attractive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
* The complement to HEAT Ammo: an ability for use against weaker enemies as found in [[Missions (EU2012)#Council Missions|Council missions]], specially during Overwatch ambushes; &lt;br /&gt;
* Rapid Reaction can also be very useful to guard rooms and corridors;&lt;br /&gt;
* Be sure you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project done in the Foundry or you will find that this is a fantastic way to empty your magazine.&lt;br /&gt;
* The AI almost never moves when suppressed, so this has surprisingly little synergy with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
* Can give disappointing results given that Heavies have the lowest aim of all the classes, and the first overwatch shot (with its penalty) has to hit in order to trigger the second shot. Consider giving this ability to Heavies with high aim when using the Hidden Potential option in [[Second Wave (EU2012)|Second Wave]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=110px |[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY GRENADIER.png|32px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039; vs &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; [[File:HEAVY DANGERZONE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
Both types of Heavy like Danger Zone. Explosive Heavies should also consider Grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
* Locks you into a single item to take advantage of it, but grenades are admittedly useful. &lt;br /&gt;
* Make sure you acquire some [[Alien Grenade (EU2012)|Alien Grenades]] if you go this route. &lt;br /&gt;
* Consider whether you typically have grenades on any of your other units. If not, giving up a wildly-inaccurate Heavy shot to hurl a grenade is not a big sacrifice by any stretch, and the rest of your squad will thank you for blowing the enemy&#039;s cover. &lt;br /&gt;
* Similarly, if you think you&#039;d rather Kool-Aid Man through a wall instead of using the door, doing it with a grenade beats burning a rocket on it.&lt;br /&gt;
* In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], [[Frag Grenade (EU2012)|Frag]], [[Needle Grenade (EU2012)|Needle]] and Alien Grenades now also have +1 damage with this ability.&lt;br /&gt;
* The Enemy Within DLC also indirectly buffs this ability, with the more varied grenades available (including the very useful Ghost Grenade) and the second item slot meaning your Heavy can still have some flexibility while packing a grenade in one slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
* Explosive Heavies will love having a bigger boom, but Suppression Heavies being able to AOE suppress enemies is the big payoff.&lt;br /&gt;
* AOE Suppression requires fairly particular enemy positioning, but when you can manage it, it&#039;s great;&lt;br /&gt;
* You can also apply Holo-Targeting to the whole group, turning it into a nice combination. If the rest of the [[Squads (EU2012)|squad]] can shoot the targets individually, this results in less collateral damage and more recovered weapon fragments in single player.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=110px |[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY ROCKETEER.png|32px]] &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; vs &#039;&#039;&#039;Mayhem&#039;&#039;&#039; [[File:HEAVY MAYHEM.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
Explosives Heavies will want Rocketeer. Suppression Heavies should take Mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &lt;br /&gt;
* Boosts your overall damage output while taking away some of the nerves you get when thinking about whether now is really the best time to shoot your one, single rocket;&lt;br /&gt;
* While Mayhem does add some damage to your rockets, Rocketeer ultimately amounts to more damage and gives you more control in how you apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &lt;br /&gt;
* The grand finale for the Machinegunner - makes Suppression becomes a reliable way to damage enemies;&lt;br /&gt;
* Can be a useful late game way of chipping the health off an enemy you want to capture.&lt;br /&gt;
* The extra damage on your rockets is a nice side benefit.&lt;br /&gt;
* Despite Rocketeer resulting in more overall rocket damage, Mayhem allows you to apply more damage in one turn. This could makes the difference between ending turn facing a [[Sectopod (EU2012)|Sectopod]] on 2 HP, or a dead one. Mayhem allows a HEAT Ammo Heavy to one-shot a [[Cyberdisc (EU2012)|Cyberdisc]] on Classic and Impossible [[Difficulty (EU2012)|difficulties]].&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; With the Heavy&#039;s high base damage, the standard [[LMG (EU2012)|LMG]] can often one-shot [[Sectoid (EU2012)|Sectoids]], [[Thin Man (EU2012)|Thin Men]] and [[Floater (EU2012)|Floaters]] on Classic. This means there is no immediate urgency to hasten a Heavy&#039;s weapon upgrade over other class-specific weapons. Of course, do upgrade when you can spare the time and resources to keep the Heavy on par with the stronger enemies as they appear. &lt;br /&gt;
&lt;br /&gt;
For a Heavy taking the explosive build route, weapon upgrades do not confer bonus damage on rockets, grenades or [[Suppression (EU2012)|suppression]] until paired with the high ranking &#039;&#039;Mayhem&#039;&#039;&#039; perk. Weapon upgrades in this instance will mainly be beneficial for personal defence once their munitions have expired and there are no nearby allies to provide support. &lt;br /&gt;
&lt;br /&gt;
A different approach should be taken for a machinegunner or suppressor build as the primary weapon will be the Heavy&#039;s bread and butter weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavies will typically be near the front of your group, as they need to advance and sit still in order to put rockets where they need to be. As a result, armor is a fairly big priority for Heavies, and they should be considered after Assaults for cutting edge suits if you can&#039;t outfit your full team. [[Skeleton Suit (EU2012)|Skeleton Armor]] and [[Ghost Armor (EU2012)|Ghost Armor]] eliminate mobility issues, with the invisibility from Ghost Armor being particularly helpful in setting up rockets, flanks, or moving into point-blank range to counteract their lesser Aim. [[Titan Armor (EU2012)|Titan Armor]], despite being the &amp;quot;heaviest,&amp;quot; is not always the best choice due to the aforementioned mobility consideration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you went Grenadier grab a Grenade. If you have HEAT ammo and are facing Cyberdiscs/Drones, grab a grenade. A [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] can improve the Heavy&#039;s low Aim, improving their long range combat effectiveness with the machine gun, making it a useful item for any build except for a Grenadier. Heavies also make decent carriers of [[Medikit (EU2012)|Medikits]] if your Supports for some reason don&#039;t have enough. [[Chitin Plating (EU2012)|Chitin Plating]] serves as a decent extra padding in any instance that requires your Heavy to get very close to the action.&lt;br /&gt;
&lt;br /&gt;
===[[Gene Mods (EU2012)|Gene Mods]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brain&#039;&#039;&#039;&lt;br /&gt;
Since Heavies aren&#039;t as capable of flattening your squad as Assaults are, you can really go either way, depending on the soldier&#039;s will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes&#039;&#039;&#039;&lt;br /&gt;
Heavies miss a lot unless you got lucky with Hidden Potential and Not Created Equal, so Hyperactive Pupils will get a lot of use. With Bullet Swarm, Heavies can fire twice per turn, so they can get benefit from Hyperactive Pupils without needing to wait. If you&#039;re blessed with a Machinegunner with good aim, or you give him a Scope, Depth Perception is also a good choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
Can&#039;t go wrong either way, here. Keeping your troops alive or expediting the enemy&#039;s death, either will be useful since both types of Heavies tend to be in the thick of things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
Mimetic Skin will help Gunners get more damage out of their bullets if set up properly. Explosive heavies have set damage so this isn&#039;t as useful here. Give your Explosive Heavies Bioelectric Skin just so you can have some [[Seeker (EU2012)|Seeker]] protection in your squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legs&#039;&#039;&#039;&lt;br /&gt;
Gunners will enjoy Muscle Fiber Density for the easier time positioning. Explosive heavies will probably be better off with Adaptive Bone Marrow but it&#039;s a bit of a toss up.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Most Commanders will raise their Heavies as machine killers, and room-clearers, particularly for [[Alien Terror (EU2012)|Terror]] missions, and those occasions where every enemy in a mission seems to show up at once.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind Save Scumming, and have a rocket going off-course (a seeded outcome: it will happen every time): you can manipulate this to still land a rocket precisely where you want it to (it will explode at the same elevation and distance that you aim for, so merely compensate for the angle; roughly 20 degrees).&lt;br /&gt;
&lt;br /&gt;
While their aim starts and ends as the lowest in the game, their capacity for explosives makes their aim semi-irrelevant. Indeed, with Grenadier, and the [[Blaster Launcher (EU2012)|Blaster Launcher]] allowing you to place an explosive precisely where you want, they technically have 100% accuracy, and with limited Rocket capacity driving you to conserve rocket shots, those will tend to be the shots that really matter. &lt;br /&gt;
&lt;br /&gt;
With the Suppression/Danger Zone/Mayhem combo, you actually &#039;&#039;do&#039;&#039; have an 100% accuracy shot, if a weak one (and a somewhat ammo-costly one. Acquire the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project to alleviate this, but you should be getting it ASAP anyways). A constant barrage of 3 damage with a [[Heavy Plasma (EU2012)|Heavy Plasma]], and splash damage to neighboring aliens, as well as the aim reduction the targeted aliens will suffer; it&#039;s an investment, but a worthy option to consider. Plus HEAT, that&#039;s 6 damage to robotic enemies, an excellent way to clear out a Cyberdisc or Sectopod&#039;s accompanying Drones while causing significant damage, and not spend a rocket. The one drawback for this combo is that suppression will lose the ability to destroy cover (which is basically random and near-uncontrollable, anyways, and only happens with laser or plasma weaponry)(misses with the normal shot will still have the random chance to destroy cover).&lt;br /&gt;
&lt;br /&gt;
Being only able to carry their main weapon and a limited-use rocket, they actually have significant flexibility with item choice, unless Grenadier is chosen (in contrast, a Commander might never unequip [[S.C.O.P.E. (EU2012)|S.C.O.P.E.s]] and [[Archangel Armor (EU2012)|Archangel]] armor from their Snipers, or Medikits from their [[Support (EU2012)|Supports]]), as well as armor. A Heavy can therefore function as an alternative to a second Assault, &#039;&#039;or&#039;&#039; a second Support, and their abilities lend to either. For example, [[Combat Stims (EU2012)|Combat Stims]] and their Will To Survive ability pair well to make Heavies very hard to kill. Chitin Plating, Titan Armor, and Bullet Swarm make them [[Chryssalid (EU2012)|Chryssalid]] &amp;amp; [[Berserker (EU2012)|Berserker]] killers (and the way those two attack, makes [[Aim (EU2012)|Aim]] less of an issue), and Archangel armor (or one of the two with the Grappling Hook) can redefine the term &amp;quot;Death from Above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For UFO assault missions, a support-centric Heavy with Grenadier will allow you multiple, smaller demolitions, rather than risking the larger blast of Danger Zone destroying valuable [[UFO Power Source (EU2012)|Elerium engines|]] and [[Alien Nav Computer (EU2012)|nav computers]], but still being able to bring down the hammer in a tough situation.&lt;br /&gt;
&lt;br /&gt;
With the stat-altering [[Second Wave (EU2012)|Second Wave]] options (Hidden Potential, Not Created Equal), Heavies can come out of the box with significant to very high Will, as well as good starting [[Aim (EU2012)|Aim]], and can receive the same 2-to-12 Will (with [[OTS (EU2012)|OTS]]&#039;s Iron Will) bonus with every level, bringing them back to regular front-line combat readiness in late-game. Their Aim upgrades will still be quite low, though still (potentially) more than without the Second Wave options.&lt;br /&gt;
&lt;br /&gt;
As they have a mix of skills that work either as secondary Support or secondary Assault, and unspectacular leveling will scores, a [[Psionic (EU2012)|Psionic]] Heavy also works either way with support or offensive Psi skills, and again comes down to personal playing style. Psi Inspiration and Telekinetic Field help him help others, while Mind Controlling an alien lowers the odds of your Psionic Heavy being shot at (and risking his cover being destroyed), keeping him safe to launch a rocket next turn, if you had to move to get into range this turn. Plus Ghost Armor, a [[Mind Shield (EU2012)|Mind Shield]], and damage-focused abilities, an Inspiration/MC Psi Heavy can be devastating to alien squads, even on his own (a good candidate for the Lone Wolf [[Achievements (EU2012)|achievement]] on a [[Small Scout (EU2012)|Small Scout]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Supplemental:&#039;&#039;&#039;&lt;br /&gt;
Tactical Rigging, Shredder Rocket, Rocketeer, Grenadier, Alien Grenades, Blaster Launcher, HEAT: 66 damage (minimum) per mission to [[Mechtoid (EU2012)|Mechtoids]], [[Seeker (EU2012)|Seekers]], [[Cyberdisc (EU2012)|Cyberdiscs]], and [[Sectopod (EU2012)|Sectopods]]. &#039;&#039;&#039;Boom.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you like the Suppression/Danger Zone/Mayhem combo, the Second Wave option of Training Roulette will make it very unlikely to get, as well as the potential loss of HEAT (on top of the nerfing to 50% damage of HEAT Ammo itself) hurts their potential to fight mechanical enemies... enemies such as the Mechtoid and the Seeker, and the defense-boosted Sectopod.&lt;br /&gt;
&lt;br /&gt;
In their favor, medals (and a S.C.O.P.E. in that second inventory slot) can help bring up the deficiency in your Heavies&#039; Aim score, and should be capped off with Reactive Pupils. Mimetic Skin and Muscle Fiber can help them get up close and remain hidden and situated for your rocket shots or a Bullet Swarm barrage. And a Squaddie Heavy is a great (if long term) investment for your MEC warrior lineup, as the Heavy bonus to cybernetic conversion is a Defense/anti-critical hits &amp;quot;shield&amp;quot;, and as a MEC Trooper, they&#039;ll get regular 1-5 increases to Aim every time they rank up, as opposed to the mere 0-2 that Hidden Potential could give them.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=57279</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=57279"/>
		<updated>2014-06-17T16:15:06Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Primary Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].&lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&amp;lt;br&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, [[Overwatch (EU2012)|Overwatch]] and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against [[Berserker (EU2012)|Berserkers]] or defending from [[Chryssalid (EU2012)|Chryssalid]] charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot. If the original hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, [[Suppression (EU2012)|Suppression]] or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for [[Carapace Armor (EU2012)|Carapace]], [[Skeleton Suit (EU2012)|Skeleton]] , [[Ghost Armor (EU2012)|Ghost]], and [[Psi Armor (EU2012)|Psi Armor]], and +4 with [[Titan Armor (EU2012)|Titan]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
** In the  [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the bonus for Carapace has been increased to +4 HPs. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
*The Enemy Within DLC version of &#039;&#039;&#039;Close And Personal&#039;&#039;&#039; functions similar to a Heavy&#039;s Bullet Swarm, given that the Assault is within the 4-square range (when this Ability is available, enemies will have an orange ring around them, akin to [[Arc Thrower (EU2012)|Arc Thrower]] functions). With Rapid Fire, how one would move, and shoot three times: move to within the ring. Fire a normal shot as the free move. Then use Rapid Fire. Only works once per turn (won&#039;t get multiple free shots on enemies with overlapping rings).&lt;br /&gt;
**You can&#039;t activate Run &amp;amp; Gun after free Close And Personal shot, and you don&#039;t get Close And Personal shot after activating Run &amp;amp; Gun.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; works not only against Overwatch or Suppression shots, but it also forces a miss on &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; shots. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons ([[Shotgun (EU2012)|Shotgun]] vs. [[Assault Rifle (EU2012)|Assault Rifle]]). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to [[Sniper Rifle (EU2012)|Sniper Rifles]] -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|[[File:ASSAULT TACTICALSENSE.png|32px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; vs &#039;&#039;&#039;Aggression&#039;&#039;&#039; [[File:ASSAULT AGGRESSION.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as [[Cover (EU2012)|cover]], [[Ghost Armor (EU2012)|Ghost Armor]], and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from [[Critical Hits (EU2012)|critical hits]] than Assault Rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to critical chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=110px |[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|[[File:ASSAULT LIGHTNINGREFLEXES.png|32px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; vs &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; [[File:ASSAULT CLOSEPERSONAL.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and [[Sectopod (EU2012)|Sectopods]]. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering [[Overwatch (EU2012)|Overwatch]] that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to critical chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been changed, giving the Assault a free shot to any enemy units within close range (marked by a circle around the Assault). &lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=110px |[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|[[File:ASSAULT FLUSH.png|32px]] &#039;&#039;&#039;Flush&#039;&#039;&#039; vs &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; [[File:ASSAULT RAPIDFIRE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] Foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the original hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger Overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty [[Aim (EU2012)|Aim]] boost to a shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for [[Sniper (EU2012)|Snipers]] who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=110px |[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|[[File:ASSAULT CLOSECOMBAT.png|32px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; vs &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; [[File:ASSAULT BRINGTHEMON.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against [[Berserker (EU2012)|Berserker]] that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.  Also combines well with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for a possible three shots on your turn against a [[Berserker (EU2012)|Berserker]].&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded [[S.C.O.P.E. (EU2012)|S.C.O.P.E.s]] will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=110px |[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|[[File:ASSAULT RESILLIENCE.png|32px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039; vs &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; [[File:ASSAULT KILLERINSTINCT.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to critical hits takes luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with [[Combat Stims (EU2012)|Combat Stims]], however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a [[Sectopod (EU2012)|Sectopod]] or [[Ethereal (EU2012)|Ethereal]] away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even [[Sectoid (EU2012)|Sectoids]] or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. [[Ghost Armor (EU2012)|Ghost Armor]] is typically your best bet late game, as the [[Cover (EU2012)|defense]] bonus will generally serve you better than the few extra hitpoints of [[Titan Armor (EU2012)|Titan Armor]] (though on Council Missions, which are almost exclusively [[Thin Man (EU2012)|Thin Men]], you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the [[Arc Thrower (EU2012)|Arc Thrower]] if your Support&#039;s hands are full. If you don&#039;t need either of those, [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]] or [[Chitin Plating (EU2012)|Chitin Plating]] provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to [[Combat Stims (EU2012)|Combat Stims]] to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use [[Mind Shield (EU2012)|Mind Shields]] if necessary.&lt;br /&gt;
&lt;br /&gt;
===[[Gene Mods (EU2012)|Gene Mods]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brain&#039;&#039;&#039;&lt;br /&gt;
Neural Dampening is probably a wiser course than Feedback since Assaults are usually in the midst of your squad and you don&#039;t want your Shotgunner getting MC&#039;d then flattening your Medic who just got finished healing him/her. This is a fairly high priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye&#039;&#039;&#039;&lt;br /&gt;
Hyper Reactive Pupils will help Shotgunners out when they can&#039;t get up close (fire and miss, sure, then get a +10 [[Aim (EU2012)|Aim]] bonus your next turn). Riflemen will enjoy the added destruction they can cause with Depth Perception. A decent priority, but not insane.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
A Secondary Heart on your Shotgunners will help for those &amp;quot;whoops&amp;quot; moments, while your squad will reap the benefits of Adrenal Neurosympathy on Riflemen. Adrenal Neurosympathy on Shotgunners isn&#039;t as useful since they may or may not be with the rest of the squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skin&#039;&#039;&#039;&lt;br /&gt;
Since Assaults are usually in and amongst the [[Squads (EU2012)|Squad]], Bioelectric Skin isn&#039;t as useful or necessary. Mimetic Skin will help Riflemen if they&#039;re able to sit still. Shotgunners usually move around, or are in inopportune positions for it to be of any use. Since your early Shotgunners may often be the first target for [[Seeker (EU2012)|Seekers]], they would benefit from Bioelectric, since the strangle attack can easily overcome the meager HP bonus of starting armor, and keep them in the Infirmary for the Rapid Healing you can&#039;t buy yet. Riflemen have more priority here than Shotgunners. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legs&#039;&#039;&#039;&lt;br /&gt;
Adaptive Bone Marrow will be of huge help to Tank Shotgunners, while Muscle Fiber Density will help Riflemen get into good positions. Get the Adaptive Bone Marrow on your Tank Shotgunner fast.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault soldiers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style.&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with [[Ghost Armor (EU2012)|Ghost Armor]], plus Crit-chance boosting [[Abilities (EU2012)|abilities]], and perhaps a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with [[Archangel Armor (EU2012)|Archangel]] or [[Titan Armor (EU2012)|Titan Armor]] &amp;amp; [[Chitin Plating (EU2012)|Chitin Plating]] (a grand total Armor HP bonus of 18 for a Major or Colonel: two of these on the front lines, under cover, and you may never have to worry about &#039;&#039;any&#039;&#039; soldiers needing time in the Med Bay). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault soldier won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the [[Alloy Cannon (EU2012)|Alloy Cannon]], an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a [[Sectopod (EU2012)|Sectopod]], or the [[Uber Ethereal (EU2012)|Uber Ethereal]], even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the [[Second Wave (EU2012)|Second Wave]] option &amp;quot;Absolutely Critical&amp;quot; will render all the improve Critical Chance abilities redundant for Shotgunners who you play close-quarters tactics with - save for Hardened enemies, which will only have a +10% difference of receiving [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
&lt;br /&gt;
Also: a common squad formation is two Snipers, two Support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being anti-Mech warriors.&lt;br /&gt;
&lt;br /&gt;
[[Psionic (EU2012)|Psionic]] Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between Telekinetic Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Supplemental:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghost Armor is still probably the armor of choice, especially for Shotgunners. Paired with Bioelectric Skin, this makes them excellent forward scouts, and anti-[[Seeker (EU2012)|Seeker]] units (since they&#039;ll then usually be the ones to trigger them-- though be aware: without that skin, if they are the unit the Seeker is attempting to strangle, Close Combat Specialist will not trigger). [[Medals (EU2012)|Medals]] may be more useful for Riflemen Assaults, but redundant for a Shotgunner. Both benefit from [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]: the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] can either give another boost to a Shotgunner&#039;s already high critical hit potential, or both aim and critical chance boot to the Rifleman. &lt;br /&gt;
&lt;br /&gt;
Or, if you play Assaults as tanks: [[Titan Armor (EU2012)|Titan Armor]], [[Chitin Plating (EU2012)|Chitin Plating]], [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]/[[Respirator Implant (EU2012)|Respirator Implant]], and Extra Conditioning means an Health bonus of &#039;&#039;20&#039;&#039;, and Second Heart &amp;amp; Adaptive Bone Marrow plus Resilience means you can &#039;&#039;laugh&#039;&#039; at anything and everything thrown at them. Add Neural Feedback, a [[Mind Shield (EU2012)|Mind Shield]] instead of that +2 health item, and certain medal choices, and high stats from Not Equal/Hidden Potential, you have a soldier that can go toe-to-toe with [[Ethereal (EU2012)|Ethereals]] and not even flinch.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOextender&amp;diff=55194</id>
		<title>UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOextender&amp;diff=55194"/>
		<updated>2014-01-13T14:52:22Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Mods */ True Cautious Mode: -10% UFO accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the loader for Enemy Unknown, created by [[user:seb76|Seb76]] and now being developed by [[User:Morgan525|Tycho]], which adds fixes, more features, and improvements to the Collector&#039;s Edition (a.k.a. CE or Gold Edition) of the game. It is fully customizable: One can play a &amp;quot;pure vanilla&amp;quot; game with only the video fixes enabled or with as many of the modifications as you want.  Everything is easily enabled/disabled in the loader&#039;s INI file. &lt;br /&gt;
[[File:X-com1994cover.jpg|480px|right|]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The loader patches the program in memory, it does &#039;&#039;&#039;not&#039;&#039;&#039; modify the executable. The advantage is that it doesn&#039;t change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). &lt;br /&gt;
Of course, if your computer starts pestering you to play &amp;quot;Global Thermonuclear War&amp;quot;, I don&#039;t take any responsibility...&lt;br /&gt;
&lt;br /&gt;
This program only works with the Windows version &#039;&#039;&#039;and will not work through DOSbox&#039;&#039;&#039;. A DOS-compatible version is not going to be created due to problems with the memory management used.&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to report any problem you encounter with it, I&#039;ll try to help you fix it.--[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
&lt;br /&gt;
*You need a program that can extract zip files.&lt;br /&gt;
*You need the Microsoft VC++2008 redistributable package to run this program. If you don&#039;t already have it installed, you can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here].&lt;br /&gt;
*Download the appropriate version and/or patches. [[Image:UFOLoader.zip ]]&lt;br /&gt;
*Extract these files into the game folder containing the UFO Defense.exe (or whatever the windows version of Enemy Unknown executable is on your machine.)&lt;br /&gt;
*Using a simple text editor (like Windows notepad), open the &#039;&#039;&#039;UFOextender.INI&#039;&#039;&#039; file and enable the options you wish to use. &lt;br /&gt;
**For most options, you enable it by changing the value from zero to one. Some options do have more settings. Refer to this page or the README file for more information on each one.&lt;br /&gt;
**The extender looks for the file &#039;&#039;UFO Defense.exe&#039;&#039; but this can be changed under the [Loader] section.&lt;br /&gt;
**You may have to leave certain options disabled if you intend to run the extender with other mod programs.&lt;br /&gt;
*For enhanced music, you will need to create a folder called MP3 in the same folder as your UFO Defense executable. Copy the music files to this folder.&lt;br /&gt;
*Run &#039;&#039;UFOloader.exe&#039;&#039; instead of UFO Defense.exe.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Note : Prior to version 1.30, if you wished to use enhanced music, you needed to have Window Media Player installed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== FAQs ===&lt;br /&gt;
*Does it fix the difficulty bug?&lt;br /&gt;
:The infamous difficulty bug only applies to the DOS version of the game. It was never an issue with the Gold Edition.&lt;br /&gt;
*MP3 music crashes the game or doesn&#039;t work&lt;br /&gt;
Version 1.30 plays enhanced music utilizing the BASS audio library and sound system[http://www.un4seen.com].&lt;br /&gt;
:Prior to version 1.30, the loader used basic calls to the MCI control layer to play enhanced music through the OS. Other video or sound programs may load codecs that can interfere with the playback resulting in no music or it will cause the MCI layer to generate an error which will force the game to exit. Some people have experienced this after upgrading their OS even though no other changes were made and music played prior to the upgrade.  &#039;&#039;Someone has developed a good method to help isolate and maybe resolve these  conflicts.   See [[TFTDextender#FAQs| TFTDextender FAQs]]. Otherwise, the only solution is to uninstall whatever audio/video programs you have loaded to determine the source and solution to the problem.&#039;&#039;&lt;br /&gt;
* Can I change the music/SFX volume || The music is louder than the DOS version.&lt;br /&gt;
:The problem here is that the game only selects the effect/music to be played and then dumps it to the OS sound mixer. There is no capacity to adjust in-game volumes, which is why the windows version uses MIDI for music since Windows OS prior to Vista had seperate volume controls for WAV and MIDI.  &lt;br /&gt;
*&amp;quot;XCOM Crashed at 0x45E6A5 with error ...&amp;quot;&lt;br /&gt;
:Usually this occurs when playing with a mod program that splits the executable in order to run.  A part that gets altered during the split conflicts with the Extender&#039;s option to &amp;quot;skip the intro&amp;quot;.  Disabling this option in the Extender will stop the error.&lt;br /&gt;
*The zip only contains a single file called &#039;&#039;patcher.dll&#039;&#039;. Where is the rest of the loader?&lt;br /&gt;
:The minor versions (aka patches) only include an update to this file. For the other files you need to download the most recent major version. If you look at the page for the zip file, you will see a link to the most current release at the top of the page, information on the release, and then beneath that you will see a table that has links to all the previous releases, with the version number listed in the comments field. This is intentional so patches can be downloaded and installed easily without fear of overwriting a custom INI file by mistake.&lt;br /&gt;
*Using Extender in Steam (seamlessly) [aka attempting to run Extender directly from the Steam interface]&lt;br /&gt;
:I suggest seeking help on the Steam forums. For most digital downloads, the Windows version can be run independently and that is the only method for which I am able to help. You might also try [[XcomUtil#XcomUtil_.2B_UFO_Extender| the UFOpaedia XCOMutil page]] where some information is available.&lt;br /&gt;
*I don&#039;t recover clips in missions. // I am losing ammo in every mission.&lt;br /&gt;
: This usually occurs with people playing Extender and XcomUtil.  Each has a different way to fix the partial-clips-lost issue and are incompatible.&lt;br /&gt;
*The text in the mission debriefing that is associated with the &#039;Wreck Analysis&#039; mod is incomprehensible.&lt;br /&gt;
: An altered version of the ENGLISH.DAT file that came with version 1.23 and 1.24 has an error.  Restoring this file to its original should fix the issue.&lt;br /&gt;
&lt;br /&gt;
=== Some Disclaimers===&lt;br /&gt;
:&#039;&#039;&#039;Extender and modified game executables&#039;&#039;&#039;: [Modified executables such as ET_2005] These may work together but there is no guarentee. ET_2005 heavily modifies the binary and trying to patch on top of it will produce unexpected data corruption or crash the game. Even splitting the executable, such as done by XComUtil, has caused problems.&lt;br /&gt;
:&#039;&#039;&#039;DAT file mod requests&#039;&#039;&#039;: DAT files modifications are not done because there are already lots of them and various data editors available to do them for yourself. This rule allows all data mods to keep working with the loader (that is why some xcomutil features should still work, as long as they are those only based on resource modifications). &#039;&#039;Any bug fix that requires a change to some resource data in order to compensate for the fix, will have an option to exclude the data change so that any player changes will not be overwritten.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Source Code ===&lt;br /&gt;
For the curious out there, they are available here: [[Image:UFOExtender-src.zip]].&lt;br /&gt;
&lt;br /&gt;
==Extender INI references==&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Video Pitch&#039;&#039;&#039;:  fixes garbled video output due to pitch error similar to f0dder&#039;s loader.&lt;br /&gt;
* &#039;&#039;&#039;D3D&#039;&#039;&#039;: replace DirectDraw calls to Direct3D9. It sets the monitor to its default resolution and uses D3D to stretch the image on screen. It may also fix the speed issues if your video driver is configured properly. &lt;br /&gt;
* &#039;&#039;&#039;HQ4x&#039;&#039;&#039;: raise the resolution of the game and apply some filtering. It is quite CPU intensive though...&lt;br /&gt;
* &#039;&#039;&#039;Linear Filter&#039;&#039;&#039;: Enables bilinear filtering. Set to 2 to prescale the game (makes game less blurry in full screen mode).&lt;br /&gt;
* &#039;&#039;&#039;D3D Fullscreen Width&#039;&#039;&#039;: Set the width (pixels) for fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;D3D Fullscreen Height&#039;&#039;&#039;: Set the height (pixels)  for fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;D3D Windowed&#039;&#039;&#039;: run the game in a window.&lt;br /&gt;
* &#039;&#039;&#039;D3D Window Position&#039;&#039;&#039;: set the initial position of the window in X Y cooordinates. &lt;br /&gt;
:=0 0 will have the windows placed in the upper right corner of your display.&lt;br /&gt;
:&#039;&#039;These numbers will be updated automatically if the window is moved later.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;D3D Window Width&#039;&#039;&#039;: set the width (pixels) of the game window. &#039;&#039;This is the actual playable area. Borders will add extra pixels to the entire window.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;D3D Window Height&#039;&#039;&#039;:set the height (pixels) of the window. &#039;&#039;The title bar and border will add to the height.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Screen Ratio&#039;&#039;&#039;: add black bars to keep aspect ratio on non 16/10 monitors (based on patch from mikawo) for full screen mode only. &lt;br /&gt;
:&#039;&#039;This setting is based on the idea that =1 is for a 16/10 ratio.  You need to calculate what the ratio modifier would be depending on your screen type: For example, the calculation for a 4:3 ratio is 4/3x=16/10. This equals either 1.2 or 0.83333 depending on whether you wish to letterbox or sidebox the display.  The values for a 16:9 are 1.11111 or 0.9 respectively.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;With version 1.31.5 you can now use common display resolution terminology to specify the aspect ratio: 16:10, 16:9, 4:3, etc.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Always On Top&#039;&#039;&#039;: force the window to be in the foreground.&lt;br /&gt;
* &#039;&#039;&#039;Clip Cursor&#039;&#039;&#039;: prevents the cursor from going outside the window.&lt;br /&gt;
* &#039;&#039;&#039;Scale Mouse&#039;&#039;&#039;: attempt to fix the cursor running off screen when using HQ4x and/or D3D in full screen mode.&lt;br /&gt;
* &#039;&#039;&#039;Slow Geoscape Clock&#039;&#039;&#039;: [Two Modes: =1 or =2] &lt;br /&gt;
:=1: The speed buttons reflect how fast time passes for each second of real time. &#039;&#039;Time will pass faster at the lowest rate. This option does not produces the step effect that other speed mods do. A small side effect is that the globe doesn&#039;t rotate as fast when the time frame is at a lower rate.&#039;&#039;&lt;br /&gt;
:=2: Similar to Mok&#039;s Clock mod. The buttons reflect the rate of time at which the clock will change. &#039;&#039;This option produced a jumping effect at higher time rates.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battlescape Delay&#039;&#039;&#039;: This allows the player to define the amount of delay (in milliseconds) for the battlescape which will affect all animations and scroll speed. The range can be any number over 4. The higher the number the greater the delay.  Too high and the player will experience lag. The player can further fine tune the movement speeds and shot animations from the options menu buttons.  &lt;br /&gt;
* &#039;&#039;&#039;Force Language&#039;&#039;&#039;: Tired of selecting your language every time the start the game? This is for you. Options are 1,2,or 3.&lt;br /&gt;
* &#039;&#039;&#039;Skip intro&#039;&#039;&#039;: Skip the movie when you start the program.&lt;br /&gt;
* &#039;&#039;&#039;CPU Mask&#039;&#039;&#039;: force the process on a specific processor (1 is processor 0, 2 is processor 1, 4 is processor 2, etc).&lt;br /&gt;
* &#039;&#039;&#039;High Priority&#039;&#039;&#039;: run XCOM with &amp;quot;above normal&amp;quot; priority&lt;br /&gt;
* &#039;&#039;&#039;Max FPS&#039;&#039;&#039;: limit the framerate for the ones that cannot get vsync working. Not as smooth as vsync limited, but better than nothing (only works with D3D or Video Pitch enabled). &#039;&#039;Use this as an option in conjuction with, or as an alternative to, the Geoscape Clock and Battlescape Delay mods if your still having animation speed issues or the other mods cause any lag with the mouse cursor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doubleclick Movement&#039;&#039;&#039;: change the requirement for moving a unit in the battlescape from clicking a tile once, to doubleclicking it (within 500ms). Failing to doubleclick will result in no action being taken. This allows for a considerable safety margin with movement, as the default movement controls are easy to accidentally trigger on the wrong tiles.&lt;br /&gt;
* &#039;&#039;&#039;TFTD Doors&#039;&#039;&#039;: open a facing door by right-clicking. The time cost is 4 TUs.&lt;br /&gt;
* &#039;&#039;&#039;De-equip crafts&#039;&#039;&#039;: provides an option to remove a weapon from an aircraft slot.&lt;br /&gt;
[[Image:Deequip.png|center]]&lt;br /&gt;
* &#039;&#039;&#039;Reorder soldiers in craft&#039;&#039;&#039;: Move soldiers up or down via a simple interface. If you hold the mouse button for more than 200ms when clicking, the soldier will be moved to the top/bottom of the list. You can check the soldiers&#039; stats by clicking on their names.&lt;br /&gt;
[[Image:SoldiersPosition.png|center]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Save Reserve Mode&#039;&#039;&#039;: keeps the chosen TU reserve mod between turns.&lt;br /&gt;
* &#039;&#039;&#039;Keep Base Navigation Modules&#039;&#039;&#039;: keeps the navigation controls that are in the base control center after a successful base assault.&lt;br /&gt;
* &#039;&#039;&#039;More Chryssalid Sound Effects&#039;&#039;&#039;: victims will howl during zombification and newly emerged Chryssalids scream.&lt;br /&gt;
* &#039;&#039;&#039;Alien Inventory&#039;&#039;&#039;: get direct access to an alien&#039;s inventory when it is mind controlled.&lt;br /&gt;
* &#039;&#039;&#039;Alien Bleeding&#039;&#039;&#039;: most aliens will suffer from fatal wounds.&lt;br /&gt;
* &#039;&#039;&#039;More Reaction Fire&#039;&#039;&#039;: Units turning in place will provoke reaction fire from enemy units that can see them.  &#039;&#039;In scenarios where a quick exchange of multiple reaction fire occurs, the weapon fire may remain what the previous reaction shot was.  Alien units with grenades may toss them in a wrong direction.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Hot grenades&#039;&#039;&#039;: &amp;lt;s&amp;gt;They do explode even when held.&amp;lt;/s&amp;gt; Grenades do not have a timer and explode after they are thrown. Only high explosives have a timer.&lt;br /&gt;
* &#039;&#039;&#039;Stunned Units KIA&#039;&#039;&#039;: Usually, unconscious units just disappear when they blow up. Now you score the kill when you blast stunned units with explosives (with the experience, morale and all the stuff that goes with it).&lt;br /&gt;
::::::::[[Image:Blasted1.png]] [[Image:Blasted2.png]]&lt;br /&gt;
:In case of XCom units destroyed that way, they&#039;ll no longer go MIA but KIA&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Blaster Bomb Drift&#039;&#039;&#039;: disable the randomness applied to blaster bomb trajectories between waypoints. It&#039;ll solve drifting issues experimented with the blaster launcher, but also make aliens even more deadly with that weapon since the hard coded accuracy of 55% they have won&#039;t affect their shots anymore.&lt;br /&gt;
* &#039;&#039;&#039;More Smoke&#039;&#039;&#039;: set the limit of smoking tiles to 2048 (up from 400). I don&#039;t expect this to work perfectly on the first try; smoke is referenced on lots of places and I&#039;m not sure I patched everywhere needed. Report what works and what fails. &#039;&#039;You won&#039;t be able to load a saved game that used this option when this option is not enabled.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heavy laser&#039;&#039;&#039;: This adds 2 firing modes to the heavy laser. &amp;lt;s&amp;gt;Firing the weapon will cost 50 energy.&amp;lt;/s&amp;gt; &#039;&#039;version 1.31+: Each mode has a recharge time cost.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Burst mode&#039;&#039;&#039;: you select 3 target points, and the soldier will shoot a 5 shots burst (on each and between points). Recharge time: 2 turns.&lt;br /&gt;
::[[Image:burst1.png]] [[Image:burst2.png]] [[Image:burst3.png]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Full auto&#039;&#039;&#039;: you select 2 points, the soldier will spray the area inbetween with 8 shots. Recharge time: 3 turns.&lt;br /&gt;
::[[Image:fullauto1.png]] [[Image:fullauto2.png]] [[Image:fullauto3.png]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stun Fest&#039;&#039;&#039;: Add the &amp;quot;Stun&amp;quot; command in the menu for most weapons. The TU/Damage is based on the weapon&#039;s class:&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; width=&amp;quot;150&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and small launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and auto-cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Auto Wake Up&#039;&#039;&#039;: stunned unit still have their stun level decrease, but they won&#039;t wake up on there own&lt;br /&gt;
* &#039;&#039;&#039;No Alien Freak Out Messages&#039;&#039;&#039;: don&#039;t show &amp;quot;Alien Commander has panicked&amp;quot; and the like messages. &#039;&#039;With CE, you&#039;ll only see this message if the alien is visible to the player.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Auto Sell&#039;&#039;&#039;: allows the player to activate an automatic production and automatic selling mode in manufacturing. By pressing the down arrow button to reduce the quantity of desired items below zero, the mode will switch to the autosell mode, represented by three dollar signs (&amp;quot;$$$&amp;quot;). In this mode, production will never cease unless resources become unavailable, and all produced items will be immediately sold. By pressing the down arrow a second time, it will switch to autoproduce mode, represented by three asterisks (&amp;quot;***&amp;quot;). This functions in the same way as autosell, but the results will not be sold, merely stockpiled forever; caution should be used with this mode, as it can drain resources quickly&lt;br /&gt;
* &#039;&#039;&#039;Start With All Missiles&#039;&#039;&#039;: Craft cannons and ammo will be sold and an equivalent price of Avalanche launchers and missiles will be bought.  Crafts will be automatically equipped with the new items.&lt;br /&gt;
* &#039;&#039;&#039;Assign All Personnel&#039;&#039;&#039;: Set the maximum amout of scientists/engineers on a project quickly by using the down arrow when the quantity is at zero (à la ET)&lt;br /&gt;
* &#039;&#039;&#039;General Store Capacity&#039;&#039;&#039;: change the capacity of general stores (default is 50). Capped at 187 to prevent integer overflows. &#039;&#039;This is the value that the base stores will have.  Any value below below 51 is ignored and the default value is used.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rank In Inventory&#039;&#039;&#039;:  The icon for the character&#039;s rank will be displayed on the inventory screen.&lt;br /&gt;
* &#039;&#039;&#039;Show Money&#039;&#039;&#039;: shrink the clock in the date/time panel on the main geoscape screen, and adds a funds display above it. It is useful for examining remaining funds during manufacturing projects, while waiting for time to pass.&lt;br /&gt;
* &#039;&#039;&#039;Base Build Stacking&#039;&#039;&#039;: You can place base stuctures in advance. The construction will start when possible:&lt;br /&gt;
&lt;br /&gt;
:::::::[[Image:Queue1.png]] [[Image:Queue2.png]]&lt;br /&gt;
&lt;br /&gt;
:Funds are credited when you place an element. No refund is possible. There might be some issues with 2x2 structures, report any problem you encounter.&lt;br /&gt;
* &#039;&#039;&#039;Fast Base Defenses&#039;&#039;&#039;: remove the wait periods during base defense sequence. The need to press the button can be removed too&lt;br /&gt;
* &#039;&#039;&#039;Improved Laser Tank&#039;&#039;&#039;: The tank stats are improved but it requires Alien Alloys to produce. &#039;&#039;In-game UFOpaedia will display the updated information on the new tank.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Know Thy Enemy&#039;&#039;&#039;: Damage is reduced against targets until an autopsy has been preformed.  There is a small chance that a &amp;quot;lucky&amp;quot; shot will do full damage.  Explosives and Fire are not affected. &#039;&#039;The reduction only affects the damage that is applied against a unit&#039;s health not armor.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ablative Armor&#039;&#039;&#039;: No changes for AP weapons but armor is more effective against HE, laser, and plasma.  However, these attacks quickly reduce the armor in the location hit. In regards to the armor value used to determine stun damage applied to a target, the stun rod is treated as an AP attack but the Stun Bomb is treated like HE. &#039;&#039;Neither stun attack damages the armor.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Alt Weapon Loadouts&#039;&#039;&#039;: reduces the extra ammo carried by most units&lt;br /&gt;
* &#039;&#039;&#039;EU2012 Item Rules&#039;&#039;&#039;: Alien weapons have a high chance to self-destruct: A unit dying to direct damage has a high chance of destroying the weapon. Explosions leave no items behind. Panicked units don&#039;t drop items. Fire is bad for high tech items.&lt;br /&gt;
* &#039;&#039;&#039;Weak Sectoids&#039;&#039;&#039;:Sectoids will have heavy plasmas replaced with rifles or pistols depending on rank. Only sectoid engineers will carry blaster launchers.&lt;br /&gt;
* &#039;&#039;&#039;Zombies Will Hatch&#039;&#039;&#039;: Zombies will automatically convert to Chryssalids after a few turns. The resulting &amp;quot;mature&amp;quot; Chryssalid will have stats based on game difficulty. Killing a zombie will result in an &amp;quot;immature&amp;quot; Chryssalid emerging.  Fire is still the only means to kill a Chryssalid in a zombie. Fire damage slows the hatching process. &#039;&#039;Any amount of fire damage will delay the Chryssalid&#039;s hatching.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Human Limits&#039;&#039;&#039;: Engineers and Scientists will work in 12 hours shifts. The project screen will assign two people per click but only one space will be used between them.  Research and production times are adjusted accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Alternate Research Tree&#039;&#039;&#039;:&lt;br /&gt;
**=1&lt;br /&gt;
***Laser cannon requires research into E-115 and UFO power to produce and E-115 is a production material.&lt;br /&gt;
***Plasma weapons and Blaster Bombs require &amp;quot;help&amp;quot; from various alien engineers to obtain the knowledge to produce.&lt;br /&gt;
***Hyperwave may require multiple species navigators to be interrogated in order to be finally unlocked. (depending on game difficulty)&lt;br /&gt;
***Only a Etheral can give the required technology to unlock Psionics. Sectoids provide other options.&lt;br /&gt;
***Improved detectors after the correct technologies have been researched or can be produced.&lt;br /&gt;
***Quicker access to Mind Shield with the right research and Psionic testing. &lt;br /&gt;
**=2	 &#039;&#039;Alternate progression for laser weapons&#039;&#039;&lt;br /&gt;
***The first breakthrough allows the production of Heavy Lasers but damage is minimal.&lt;br /&gt;
***Each new level researched allows a new item to be made and increases the damage for the prevous stage(s) items.&lt;br /&gt;
* &#039;&#039;&#039;Difficulty Level of Interception&#039;&#039;&#039;: adjusts the difficulty of hitting UFOs. [values from 1-5]&lt;br /&gt;
* &#039;&#039;&#039;Manual Interception Fire Mode&#039;&#039;&#039;: craft will no longer fall back when the last shot is expended or when damage is taken&lt;br /&gt;
* &#039;&#039;&#039;True Cautious Mode&#039;&#039;&#039;: craft with two similar weapons will only fire one-at-a-time and the stance gives a penalty for UFO&#039;s accuracy (-10%).&lt;br /&gt;
* &#039;&#039;&#039;Crafts Always Ready&#039;&#039;&#039;: change when craft are available after returning to base.&lt;br /&gt;
::=1 allow crafts to take off even when not 100% refueled/rearmed/repaired. &lt;br /&gt;
::=2 only damaged craft are grounded.&lt;br /&gt;
* &#039;&#039;&#039;Retaliate Against Ground Assault&#039;&#039;&#039;: Aliens do not seem to care if you assault a landed UFO. You can now have them retaliate as if their ship was shot down. &#039;&#039;Note that this was not extensively tested so feel free to report any odd thing that may happen when this patch is activated!!-Seb76&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No Funkers&#039;&#039;&#039;: only guys that went on the last mission are checked for promotion.&lt;br /&gt;
* &#039;&#039;&#039;Bloodthirst&#039;&#039;&#039;: compute the &amp;quot;promotion score&amp;quot; based on killing stats only&lt;br /&gt;
* &#039;&#039;&#039;Disable Base Defenses&#039;&#039;&#039;: disable the base defence mechanism. Useful if you want to use some defence modules for tactical purposes. &#039;&#039;This is unnecessary if the Base Retaliation Loop Fix is enabled, since it allows right-clicking to disable defenses.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Surrender Defense Missions&#039;&#039;&#039;: [[Making_the_Game_Harder#Base_Defense | Surrender Defence Missions]]&lt;br /&gt;
* &#039;&#039;&#039;Initial Alien Bases&#039;&#039;&#039;: [[Aliens_Own_Earth | Initial Alien Bases]] &lt;br /&gt;
* &#039;&#039;&#039;Funding Council Income Only&#039;&#039;&#039;: [[Making_the_Game_Harder#Funding_Council_Income_Only | Funding Council Income Only]]&lt;br /&gt;
* &#039;&#039;&#039;Limited Military&#039;&#039;&#039;:  [[ Making_the_Game_Harder#Limited_Miltary | Limited Military ]]&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&#039;&#039;These fixes are &#039;&#039;&#039;not&#039;&#039;&#039; enabled by default.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Tactical Scroll&#039;&#039;&#039;: Enable/disable the fix that reduces the scroll speed in tactical mode&lt;br /&gt;
::* &#039;&#039;&#039;Animations Speed&#039;&#039;&#039;: reduce the speed of in-game animations (cursors, fire, smoke...) &lt;br /&gt;
:::: &#039;&#039;Both of these and other battlescape speed issues are addressed by the Battlescape Delay feature.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Intro Sounds&#039;&#039;&#039;: restore the sound effects during the intro&lt;br /&gt;
::* &#039;&#039;&#039;Music Change Freeze&#039;&#039;&#039;: try to prevent the freeze that happens ingame when the MIDI music changes (experimental)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; These fixes are enabled by default.&#039;&#039;&lt;br /&gt;
* [[Known_Bugs#Radar_Stacking | Radar stacking ]] enabled. Credits go to [[User:Spike#Base_Fixer | Spike]] for I used something close to his formula.&lt;br /&gt;
* [[Known_Bugs#Funky_Fire | Funky fire]] fix: Fire/stun damage applied at the end of each X-Com and Alien turn. &#039;&#039;Units standing on a tile with fire will be damaged as well as those units that are immolated.&#039;&#039;&lt;br /&gt;
* [[Known_Bugs#Collectors_Edition_Blaster_Bomb_Bug | Vertical waypoints blaster bomb bug]]&lt;br /&gt;
* [[Known_Bugs#Door_jam | Door jam]] fixed.&lt;br /&gt;
* &#039;&#039;&#039;Personnel Overflow&#039;&#039;&#039;: [[ExploitsA#Robotic Factories|Robotic Factories]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]]. You cannot get more than 255 engineers/scientists, buying more will just result in them being lost during transfer.&lt;br /&gt;
* [[Why civilians go rogue | Hostile Civilians]] fix. All units under mind control will have their proper faction restored after recovering thier wits.&lt;br /&gt;
* &#039;&#039;&#039;Crash On First Move&#039;&#039;&#039;: Fix occasional crash when moving your first unit out of the craft.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Sounds Fix&#039;&#039;&#039;: fixes problems with snakeman, celatid, and zombie movement and the mind probe and stun rod sound effects.&lt;br /&gt;
* &#039;&#039;&#039;Craft Weapon UFOpaedia Fix&#039;&#039;&#039;: Accuracy is correct, Re-load time is obtained from correct dataset, and flavor text added. UFO weapon range is now in KM and all numbers positioned better.&lt;br /&gt;
* &#039;&#039;&#039;UFOs Respond to Interception&#039;&#039;&#039;: UFOs will close to weapons range when attacked. Craft that are slower than their attacker cannot abort but the stance does give a strong defensive bonus. Also fixes the last shot missing.&lt;br /&gt;
* [[Known_Bugs#Paying_For_Dirt | Pay for dirt]] removed.&lt;br /&gt;
* [[Known_Bugs#Phantom_Radar | Phantom radar bug]] fixed. Radar coverage is updated when facilities are removed.&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug | Base disjoint bug]] fixed. [[Image:Disjoint.png|center]]&lt;br /&gt;
* [[Known_Bugs#Base_Facility_Dismantle-Construction_Crash | Base Facility Dismantle-Construction Crash]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Armed state issues]] with proximity grenades when reloading a game. Should also fix [[Known_Bugs#What_just_exploded.3F | &amp;quot;What just exploded?&amp;quot;]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Experience issue]] with proximity grenades. The thrower now gets the experience, not the poor alien that blows up...&lt;br /&gt;
* [[Known_Bugs#Fuel_dump_on_transfer | Refueling issue]] when transfered crafts arrive (enabled by default if you use the &amp;quot;Crafts Always Ready&amp;quot; mod)&lt;br /&gt;
* [[Known_Bugs#Elerium-fueled_Craft_Bug | Elerium fueled crafts bug]] fixed.&lt;br /&gt;
* [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug | Displayed Base Maintenance Cost Bug]] fixed.&lt;br /&gt;
* &#039;&#039;&#039;Unconscious Unit MC fix&#039;&#039;&#039;: A unit under mind control will have the effect removed and its proper faction restored when knocked unconscious.&lt;br /&gt;
* &#039;&#039;&#039;EOB fix&#039;&#039;&#039;: Units under Mind Control are not lost if battle is won, or if they are in the xcraft when mission aborted.&lt;br /&gt;
* &#039;&#039;&#039;Tank/Cannon Ammo Storage Fix&#039;&#039;&#039;: The tank/cannon ammo will not take up room in storage similar to Craft Cannon ammo.&lt;br /&gt;
* &#039;&#039;&#039;Clip Weight Fix&#039;&#039;&#039;: Clip weight in weapons is correctly assigned to the unit and removed when the weapon leaves the unit&#039;s possession.&lt;br /&gt;
* &#039;&#039;&#039;Large Unit MC Fix&#039;&#039;&#039;: All sections of a large unit will be switched on a successful mind control attack.&lt;br /&gt;
* &#039;&#039;&#039;Large Unit Explosion Fix&#039;&#039;&#039;:Explosions will now only affect a large unit once and not per section.&lt;br /&gt;
* &#039;&#039;&#039;Alien Weapon Selection Crash Fix&#039;&#039;&#039;: fixes the crash after an alien throws a grenade and does not have another weapon available.&lt;br /&gt;
* &#039;&#039;&#039;Alien Attacks Base Location Fix&#039;&#039;&#039;:An alien that attempts to attack one of the base&#039;s areas will not crash the game.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Loadout Fix&#039;&#039;&#039;: Corrects the weapon loadout on the small scout pilot and on the abductor&#039;s leaders.&lt;br /&gt;
* &#039;&#039;&#039;Change Sectopod Laser Modifer&#039;&#039;&#039;: Removes the vulnerability to laser damage when &#039;Know Thy Enemy&#039; mod is selected since the mod make the vulnerability match the UFOpaedia description.&lt;br /&gt;
* &#039;&#039;&#039;Armor Modifer Fix&#039;&#039;&#039;:Personal Armor is now assigned the correct category of damage modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Fix&#039;&#039;&#039;: Fixes the exploit where an MCed zombie that dies will give the player permanent control of the resulting Chryssalid. Also makes zombies to drop their weapons.&lt;br /&gt;
* &#039;&#039;&#039;No Freebies for Tanks&#039;&#039;&#039;: Available tanks during Base Defense missions will get their ammo from what is available in the base stores.&lt;br /&gt;
* &#039;&#039;&#039;Recover Clips Fix&#039;&#039;&#039;: Each ammo type on the battlefield is tallied and placed into a clip. Thus, only any leftover ammo that cannot make a full clip will be discarded.&lt;br /&gt;
* &#039;&#039;&#039;Tank Death Penalty Fix&#039;&#039;&#039;: The penalty for losing a tank is fixed at 20 points, not based on the rank of the first unit in SOLDIER.DAT&lt;br /&gt;
* &#039;&#039;&#039;Slow Death Screams on Alien Turn&#039;&#039;&#039;: puts a small delay after a death scream on the alien turn. Useful in Terror Missions for civilain deaths.&lt;br /&gt;
* &#039;&#039;&#039;Bezerk Unit Crash Fix&#039;&#039;&#039;: Tanks will not suffer moral loss, and large units or units with in-built range weapons will not go Bezerk. &lt;br /&gt;
* &#039;&#039;&#039;Explosion Fix&#039;&#039;&#039;: All explosions now behave the same for all walls. (if the proper byte for the tile is set in the MCD records.)&lt;br /&gt;
* &#039;&#039;&#039;Smoke&amp;amp;Fire Propagate Fix&#039;&#039;&#039;: Fire and smoke will not spread through solid walls. (with the same provisions as above.)&lt;br /&gt;
:&#039;&#039;The MCD records for Xcom Bases don&#039;t have the proper bit set for smoke and fire.  A corrected set of files is [[:File:XBASEx.zip | here]].&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Terror Mission Score Fix&#039;&#039;&#039;: The score for each civilian in a terror mission is now [1008 / number present].&lt;br /&gt;
* &#039;&#039;&#039;Research Medic Crash Fix&#039;&#039;&#039;: Researching an alien medic will no longer crash the game which happens under certain circumstances.&lt;br /&gt;
* &#039;&#039;&#039;Base Retaliation Loop Fix&#039;&#039;&#039;: UFOs return fire on base defenses and the aliens respond more logically at failed attempts to assault a base.&lt;br /&gt;
* &#039;&#039;&#039;Grenade Throw Test Fix&#039;&#039;&#039;: Removes the problem where units with high strength can&#039;t throw items when indoors or under something. &#039;&#039;Hypothetical: please report any issues! - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Alien Base Exploit Fix&#039;&#039;&#039;: The aliens&#039; monthly score for a base increases with game difficulty and the longer the base stays in operation.&lt;br /&gt;
* &#039;&#039;&#039;Base Defense Prep&#039;&#039;&#039;: Players are taken to the base editor screen before starting a base defense mission.&lt;br /&gt;
* &#039;&#039;&#039;BB Exploit Fix&#039;&#039;&#039;: Production materials are in the correct order and Sell Price adjusted.&lt;br /&gt;
* &#039;&#039;&#039;Staff Transfer Exploit Fix&#039;&#039;&#039;: Engineers and Scientists being transferred at the end of a month still get paid.&lt;br /&gt;
* &#039;&#039;&#039;Alien Psi Attack Fix&#039;&#039;&#039;: Aliens will only remember the location of an unseen target for 1 turn.  &#039;&#039;Of course, a successful Psionic Attack may renew this memory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tactical AI ===&lt;br /&gt;
*&#039;&#039;&#039;Apply&#039;&#039;&#039;: Aliens are less indecisive and more aggressive.&lt;br /&gt;
*&#039;&#039;&#039;Autofire Distance&#039;&#039;&#039;: The number of squares that if a target is within, an alien will try to use autofire against it.&lt;br /&gt;
*&#039;&#039;&#039;Snap Distance&#039;&#039;&#039;: The number of squares that an alien will use a snap shot against a target.  Otherwise, alien will try to use an aimed shot.&lt;br /&gt;
&lt;br /&gt;
=== Equipment Screen ===&lt;br /&gt;
This patch changes the equipment screen. It effectively renders [[Statstrings|statstrings]] obsolete ;-)&lt;br /&gt;
*Before battle, it changes the screen like this (the psi stats are only shown when the soldier has been trained):&lt;br /&gt;
&lt;br /&gt;
[[Image:Equip.png|center]]&lt;br /&gt;
&lt;br /&gt;
*During a mission, it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingame.png|center]]&lt;br /&gt;
&lt;br /&gt;
*You can also have the rank shown:&lt;br /&gt;
&lt;br /&gt;
[[Image:Rank.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Show Grenade State: if you select a primed grenade, it&#039;ll be indicated in the description&lt;br /&gt;
*Save Equipment: automatically reequip your team with their last weapon layout (&#039;&#039;&#039;HIGHLY EXPERIMENTAL&#039;&#039;&#039;). New recruits will be given a gun and some ammo but nothing outstanding. Don&#039;t forget to properly equip them&lt;br /&gt;
*Auto Flares: automatically equip flares (if available in the craft) during night missions (only works with Save Equipment)&lt;br /&gt;
&lt;br /&gt;
=== Range Based Accuracy ===&lt;br /&gt;
This modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile) when shooting beyond the limit of the firing mode:&lt;br /&gt;
* auto shot: 7 tiles&lt;br /&gt;
* snap shot: 15 tiles&lt;br /&gt;
* aimed shot: no penalty&lt;br /&gt;
These values should be considered as a first draft; they are configurable in the ini file so feel free to test other settings and report back if you find good ones.&lt;br /&gt;
&lt;br /&gt;
[[Image:Acc0000.png]] [[Image:Acc0001.png]] [[Image:Acc0002.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Advanced options&#039;&#039;&lt;br /&gt;
*Add these lines to your INI in the [Range Based Accuracy] section&lt;br /&gt;
&lt;br /&gt;
::Aimed Penalty Distance=200&lt;br /&gt;
::Auto Accuracy Dropoff=2&lt;br /&gt;
::Snap Accuracy Dropoff=2&lt;br /&gt;
::Aimed Accuracy Dropoff=3&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Change the numbers to your own personal preferences. Remember that the distance number is twice the number of hexes on the battlescape.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Line Of Fire Check ===&lt;br /&gt;
A soldier will need a line of fire toward the targeted alien to use psionic device. It is configurable for each ability:&lt;br /&gt;
&lt;br /&gt;
*Mind Control&lt;br /&gt;
*Panic&lt;br /&gt;
*Mind Probe&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
==== PSX CD ====&lt;br /&gt;
If you have the PSX version of the game, you can enjoy the CD music with this patch. The tracks are mapped like that:&lt;br /&gt;
* 1,2,3,4: geoscape music&lt;br /&gt;
* 5: gmdefend&lt;br /&gt;
* 6: gmenbase&lt;br /&gt;
* 7: gmmars&lt;br /&gt;
* 8: gminter&lt;br /&gt;
* 9: gmstory&lt;br /&gt;
* 10,11: battlescape music&lt;br /&gt;
* 12: gmnewmar&lt;br /&gt;
&lt;br /&gt;
gmwin and gmlose are not available. Because of similarity, gmlose is replaced with gmstory and gmwin with gminter.&lt;br /&gt;
&lt;br /&gt;
==== MP3 music ====&lt;br /&gt;
If you have mp3 music files available for the game, you can use them instead of the default MIDI ones (see default ini file as an example). Note that the intro music will still use the original files.&lt;br /&gt;
&lt;br /&gt;
:Battlescape=*tactical*.mp3&lt;br /&gt;
:Start Menu=*Final Briefing*.mp3&lt;br /&gt;
:Bad Ending=*Final Briefing*.mp3&lt;br /&gt;
:Good Ending=*intercept*.mp3&lt;br /&gt;
:Geoscape=*Geoscape*.mp3&lt;br /&gt;
:Dogfight=*intercept*.mp3&lt;br /&gt;
:Mission Debriefing=*Debriefing*.mp3&lt;br /&gt;
:UFO Assault=*Briefing1.mp3&lt;br /&gt;
:Base Defense=*Briefing2.mp3&lt;br /&gt;
:Base Attack=*Briefing1.mp3&lt;br /&gt;
:Mars=*Debriefing*.mp3&lt;br /&gt;
:Terror Mission=*Briefing2.mp3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the above files are only an example. You can change the music played during any event by changing the file name. All files must be in a folder named MP3 which should be in the same list as the SOUND folder.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Initial Base ===&lt;br /&gt;
Change the layout of your starting base. &lt;br /&gt;
Possible modules:&lt;br /&gt;
*AccessLift&lt;br /&gt;
*LivingQuarters&lt;br /&gt;
*Laboratory&lt;br /&gt;
*Workshop&lt;br /&gt;
*SmallRadar&lt;br /&gt;
*LargeRadar&lt;br /&gt;
*MissileDefense&lt;br /&gt;
*GeneralStores&lt;br /&gt;
*AlienContainment&lt;br /&gt;
*LaserDefense&lt;br /&gt;
*PlasmaDefense&lt;br /&gt;
*FusionBallDefense&lt;br /&gt;
*GravShield&lt;br /&gt;
*MindShield&lt;br /&gt;
*PsionicLaboratory&lt;br /&gt;
*HyperWaveDecoder&lt;br /&gt;
*HangarTL&lt;br /&gt;
*HangarTR&lt;br /&gt;
*HangarBL&lt;br /&gt;
*HangarBR&lt;br /&gt;
*Empty&lt;br /&gt;
&lt;br /&gt;
=== Wreck Analysis ===&lt;br /&gt;
Until the construction of hyper-wave decoders, it is impossible to know what missions aliens are performing. Even after recovering an alien ship, XCOM intelligence is unable to determine what was its purpose. This is no longer true. Salvaged navigation modules can now be analysed and may reveal what evil intentions the aliens had:&lt;br /&gt;
&lt;br /&gt;
::::::::[[Image:Wreck_analysis.png]]&lt;br /&gt;
&lt;br /&gt;
The probability of retrieving the information is based on the difficulty and on the number of UFO navigation items recovered from the mission. UFO mission and geographical zone can be discovered individually too.&lt;br /&gt;
&lt;br /&gt;
=== Craft Ready Message ===&lt;br /&gt;
A message will notify the player when a craft is ready.&lt;br /&gt;
::::::::[[Image:CraftReady.png]]&lt;br /&gt;
&lt;br /&gt;
=== Roswell mod ===&lt;br /&gt;
Make scout ships possibly crash during their missions:&lt;br /&gt;
&lt;br /&gt;
::::::::[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
It can happen to all scouts, either detected or not. Crashed UFOs will be made visible so that you can initiate recovery missions.&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
Enable keyboard shortcuts. The keymap is qwerty.&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in geoscape ====&lt;br /&gt;
*UpArrow: Rotate Up&lt;br /&gt;
*DownArrow: Rotate Down&lt;br /&gt;
*LeftArrow: Rotate Left&lt;br /&gt;
*RighArrow: Rotate Right&lt;br /&gt;
*MouseWheelUp: Zoom In&lt;br /&gt;
*MouseWheelDown: Zoom Out&lt;br /&gt;
*1: Geo Speed1&lt;br /&gt;
*2: Geo Speed2&lt;br /&gt;
*3: Geo Speed3&lt;br /&gt;
*4: Geo Speed4&lt;br /&gt;
*5: Geo Speed5&lt;br /&gt;
*6: Geo Speed6&lt;br /&gt;
*MouseMiddle: Intercept&lt;br /&gt;
*B: Bases&lt;br /&gt;
*G: Graphs&lt;br /&gt;
*U: Ufopaedia&lt;br /&gt;
*Escape: Options&lt;br /&gt;
*F: Fundings&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in battlescape ====&lt;br /&gt;
*UpArrow: unit goes up&lt;br /&gt;
*DownArrow: unit goes down&lt;br /&gt;
*LeftArrow: left menu&lt;br /&gt;
*RightArrow: right menu&lt;br /&gt;
*Return: end of turn&lt;br /&gt;
*Escape: options menu&lt;br /&gt;
*BackSpace: go to next unit, remove current from the queue&lt;br /&gt;
*Tab: go to next unit&lt;br /&gt;
*Space: go to inventory&lt;br /&gt;
*PageUp: view goes up one level&lt;br /&gt;
*PageDown: view goes down one level&lt;br /&gt;
*1: reserve mode off&lt;br /&gt;
*2: reserve mode snap&lt;br /&gt;
*3: reserve mode auto&lt;br /&gt;
*4: reserve mode aimed&lt;br /&gt;
&lt;br /&gt;
==== Key names ====&lt;br /&gt;
Standard keys (A, 2, etc) are indicated as-is, the following &amp;quot;special&amp;quot; keynames are available (case insensitive):&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
*Back&lt;br /&gt;
*BackSpace&lt;br /&gt;
*Back Space&lt;br /&gt;
*Tab&lt;br /&gt;
*Clear&lt;br /&gt;
*Return&lt;br /&gt;
*Enter&lt;br /&gt;
*Shift&lt;br /&gt;
*Control&lt;br /&gt;
*Menu&lt;br /&gt;
|&lt;br /&gt;
*Pause&lt;br /&gt;
*Escape&lt;br /&gt;
*Space&lt;br /&gt;
*Prior&lt;br /&gt;
*PageUp&lt;br /&gt;
*Next&lt;br /&gt;
*PageDown&lt;br /&gt;
*End&lt;br /&gt;
*Home&lt;br /&gt;
*Left&lt;br /&gt;
|&lt;br /&gt;
*Up&lt;br /&gt;
*Right&lt;br /&gt;
*Down&lt;br /&gt;
*Print&lt;br /&gt;
*Insert&lt;br /&gt;
*Delete&lt;br /&gt;
*Num0&lt;br /&gt;
*Numpad0&lt;br /&gt;
*Num1&lt;br /&gt;
*Numpad1&lt;br /&gt;
|&lt;br /&gt;
*Num2&lt;br /&gt;
*Numpad2&lt;br /&gt;
*Num3&lt;br /&gt;
*Numpad3&lt;br /&gt;
*Num4&lt;br /&gt;
*Numpad4&lt;br /&gt;
*Num5&lt;br /&gt;
*Numpad5&lt;br /&gt;
*Num6&lt;br /&gt;
*Numpad6&lt;br /&gt;
|&lt;br /&gt;
*Num7&lt;br /&gt;
*Numpad7&lt;br /&gt;
*Num8&lt;br /&gt;
*Numpad8&lt;br /&gt;
*Num9&lt;br /&gt;
*Numpad9&lt;br /&gt;
*Multiply&lt;br /&gt;
*Add&lt;br /&gt;
*Separator&lt;br /&gt;
*Subtract&lt;br /&gt;
|&lt;br /&gt;
*Decimal&lt;br /&gt;
*Divide&lt;br /&gt;
*F1&lt;br /&gt;
*F2&lt;br /&gt;
*F3&lt;br /&gt;
*F4&lt;br /&gt;
*F5&lt;br /&gt;
*F6&lt;br /&gt;
*F7&lt;br /&gt;
*F8&lt;br /&gt;
|&lt;br /&gt;
*F9&lt;br /&gt;
*F10&lt;br /&gt;
*F11&lt;br /&gt;
*F12&lt;br /&gt;
*MouseMiddle&lt;br /&gt;
*MouseWheelUp&lt;br /&gt;
*MouseWheelDown&lt;br /&gt;
*MouseWheelLeft&lt;br /&gt;
*MouseWheelRight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you need a key not listed here and you know its VK_* code, you can specify it with it&#039;s hex value (e.g. 0x90 for num lock)&lt;br /&gt;
&lt;br /&gt;
The implementation is rather messy, expect side effects and report them...&lt;br /&gt;
&lt;br /&gt;
=== Caps ===&lt;br /&gt;
&lt;br /&gt;
: This sections sets the highest number for each stat to which it can be raised by in-game methods. See [[Experience#Regarding_Caps | experience caps]].&lt;br /&gt;
&lt;br /&gt;
=== OBDATA.DAT patching ===&lt;br /&gt;
Change the value of some OBDATA.DAT settings on the fly.&lt;br /&gt;
To change a value, add a line &amp;quot;itemname setting=value&amp;quot; (without the quotes). For example:&lt;br /&gt;
&lt;br /&gt;
 High Explosive Damage=200&lt;br /&gt;
&lt;br /&gt;
Available settings:&lt;br /&gt;
*Damage&lt;br /&gt;
*Resistance (to explosions)&lt;br /&gt;
*Weight&lt;br /&gt;
*Damage Type&lt;br /&gt;
*Auto accuracy&lt;br /&gt;
*Snap accuracy&lt;br /&gt;
*Aimed accuracy&lt;br /&gt;
*Auto TUs&lt;br /&gt;
*Snap TUs&lt;br /&gt;
*Aimed TUs&lt;br /&gt;
*Size (clip size)&lt;br /&gt;
*get &lt;br /&gt;
&lt;br /&gt;
Item names are case insensitive and available at [[OBDATA.DAT]].&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
&#039;&#039;This section contains almost all of the strings that are used in the Extender. Useful for multilanguage support. To change one, modify the text after the equal sign. Others may require that you copy the line to the [Text] section of the INI.&#039;&#039;&lt;br /&gt;
*equipment screen texts&lt;br /&gt;
::Weight=Weight&amp;gt;&lt;br /&gt;
::Accuracy=Accur&amp;gt;&lt;br /&gt;
::Reaction=React&amp;gt;&lt;br /&gt;
::Psi Strength=P.Str&amp;gt;&lt;br /&gt;
::Psi Skill=P.Skill&amp;gt;&lt;br /&gt;
::Primed=primed&lt;br /&gt;
&lt;br /&gt;
*Roswell mod texts&lt;br /&gt;
:{Terrain names}&lt;br /&gt;
::Jungle=Jungle&lt;br /&gt;
::Farm=Farm&lt;br /&gt;
::Mountain=Mountain&lt;br /&gt;
::Desert=Desert&lt;br /&gt;
::Polar=Polar&lt;br /&gt;
:{Dialog strings}&lt;br /&gt;
::Title=UFO Incident&lt;br /&gt;
::Info=Crash reported&lt;br /&gt;
::Location=LOCATION&lt;br /&gt;
::Type=TYPE&lt;br /&gt;
::Terrain=TERRAIN&lt;br /&gt;
&lt;br /&gt;
*Wreck Analysis&lt;br /&gt;
::Zone Discovered=Intel found out that the %s UFO was raiding %s&lt;br /&gt;
::Mission Discovered=Inspection showed that the %s UFO was on an %s mission&lt;br /&gt;
::Both Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s&lt;br /&gt;
&lt;br /&gt;
*Craft Ready&lt;br /&gt;
::Title=Aircraft ready&lt;br /&gt;
::Info=A craft has been refitted&lt;br /&gt;
&lt;br /&gt;
*Other&lt;br /&gt;
::research needed=&lt;br /&gt;
::to produce=&lt;br /&gt;
::full auto=&lt;br /&gt;
::burst shot=&lt;br /&gt;
::laser rifle=&lt;br /&gt;
::plasma cannon=&lt;br /&gt;
::base strike=&lt;br /&gt;
::ship crash=&lt;br /&gt;
::lift hit=&lt;br /&gt;
::detector=&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Hacks &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This section is not part of the normal INI but are available. These hacks heavily alter the gameplay and should only be used for testing purpose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Prevent game over when score is really bad at the end of the month&lt;br /&gt;
* Big brother: follow all units in combat.&lt;br /&gt;
* Alien pets: Alien turn handed over to the human player&lt;br /&gt;
* Show All Locations: displays all active locations, detected or not.&lt;br /&gt;
* FPS: show an FPS counter in the geoscape. Mostly used for debugging D3D.&lt;br /&gt;
* Directly Use Alien Weapons: After all a gun&#039;s a gun, you just pull the trigger. When activated, you can use all alien items you recovered. Of course you still do need to research items before you&#039;re able to manufacture them!&lt;br /&gt;
* No Alien Psi: no more psi trouble when fighting sectoids/ethereals&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs&amp;diff=55193</id>
		<title>UFOs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs&amp;diff=55193"/>
		<updated>2014-01-12T23:01:12Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Quick Comparision Table */ Added UFO firing accuracy according to: http://www.ufopaedia.org/index.php?title=User_talk:Morgan525#Decompiled_accuracy_algorithm.3F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[미확인 비행 물체|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;UFOs&#039;&#039;&#039; seen in the skies of &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; are big, blocky, geometric shapes that lack any form of aerodynamics. They are able to fly at breakneck speeds through the power of [[Elerium-115]] and the resiliency of [[Alien Alloys]]. UFOs come in a variety of forms ranging from the tiny [[Small Scout]]s right up to the massive [[Battleship]]s.&lt;br /&gt;
&lt;br /&gt;
UFOs are the aliens&#039; sole method to get to Earth, so in theory, it would be possible to halt the alien advance if [[X-COM]] could maintain absolute air superiority. Earth&#039;s forces do not initially have the resources required for such a task, and even if it becomes possible, the aliens have a vast resource supply and will not be set back by a war of attrition. In addition, alien undercover agents will continue to erode Earth&#039;s defenses from the inside.&lt;br /&gt;
&lt;br /&gt;
Despite this, commanders should still shoot down as many UFOs as possible. At the very least, it may slow the aliens down temporarily. In the long run, it will actually further antagonise them, causing the aliens to accelerate their agendas. In any case, captured alien technology is essential to our research and finances.&lt;br /&gt;
&lt;br /&gt;
[[Alien Subs]] are the equivalent in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. The third game in the series, &#039;&#039;[[Apocalypse]]&#039;&#039;, introduced [[Alien Ships (Apocalypse)|another fleet]].&lt;br /&gt;
&lt;br /&gt;
==UFO Interiors==&lt;br /&gt;
The core components of a UFO are [[UFO Navigation]], [[UFO Power Source]], Alien Alloys, and Elerium-115. You will [[UFO_Crash_Recovery|recover less from crashed UFOs]], but sometimes it&#039;s critical to shoot them down. Larger UFOs may contain additional equipment such as [[Alien Surgery]], [[Alien Food]], [[Examination Room]]s, and even [[Alien Entertainment]]. &lt;br /&gt;
&lt;br /&gt;
UFO hulls and interiors are composed of Alien Alloys. This provides incredibly light, yet strong, armour - perfect for spacecraft construction. The only field weapons able to punch the outer shell of a UFO are [[Blaster Launcher]]s. The interior of UFOs are also very strong, but made of much thinner alloys that can be destroyed by repeated fire from [[Heavy Plasma]]s, the [[Tank/Laser Cannon]], [[Hovertank/Plasma]] not to mention the Blaster.&lt;br /&gt;
&lt;br /&gt;
Great care should be taken when clearing out a UFO. The interiors of larger UFOs are often deadly mazes, with tight corridors, and sharp corners, and choke points that even a single alien can defend. An inexperienced squad leader will also often face dead ends, or encounter treacherous storage rooms - most of the time these are empty, yet occasionally an alien will hide in them to ambush your soldiers. Two UFOs even have trapdoors - the [[Terror ship|Terror Ship]] and the [[Harvester]], which the aliens frequently use.&lt;br /&gt;
&lt;br /&gt;
Squad leaders should also use explosives wisely. A stray explosion may accidentally damage precious Elerium-115 or set off secondary reactions. The low ceilings also limit the range of [[Grenade]]s. The tight spaces do, however, make [[Proximity Grenade]]s particularly useful, and grenade explosions can go around corners to hit aliens lying in wait.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UFO Types==&lt;br /&gt;
The UFOs deployed by the aliens range in size and the mission profiles they are most commonly seen on, some are also much more common to certain of the alien races encountered.&lt;br /&gt;
&lt;br /&gt;
===Very Small UFOs===&lt;br /&gt;
[[Small Scout]] - Very Small UFO that looks like an Apollo capsule. Primarily used for research.&lt;br /&gt;
&lt;br /&gt;
===Small UFOs===&lt;br /&gt;
[[Medium Scout]] - The classic &#039;flying-saucer&#039; craft. Able to fill a variety of roles.&lt;br /&gt;
&lt;br /&gt;
[[Large Scout]] - Cross-shaped UFO, slightly larger than the Medium Scout. Very versatile.&lt;br /&gt;
&lt;br /&gt;
===Medium UFOs===&lt;br /&gt;
[[Abductor]] - Medium-sized UFO used primarily by [[Sectoid]]s and [[Floater]]s for human experimentation.&lt;br /&gt;
&lt;br /&gt;
[[Harvester]] - Medium-sized UFO with food and surgery units. Used to abduct cattle for food. Usually crewed by Floaters.&lt;br /&gt;
&lt;br /&gt;
===Large UFOs===&lt;br /&gt;
[[Supply ship|Supply Ship]] - Large-sized UFO for transportation of aliens, food, and other supplies.&lt;br /&gt;
&lt;br /&gt;
[[Terror ship|Terror Ship]] - Large UFO used to unleash assault teams and [[Terror Units]] on residential areas.&lt;br /&gt;
&lt;br /&gt;
===Very Large UFOs===&lt;br /&gt;
[[Battleship]] - Very Large UFO used to intimidate Earth&#039;s peoples and leaders, and to assault [[X-COM]] bases, along with a variety of other roles.&lt;br /&gt;
&lt;br /&gt;
==Quick Comparision Table==&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;120&amp;quot;&amp;gt;Craft&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Max Speed&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Accel.&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Weap. Power&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Weap. Accuracy&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Weap. Range*&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Damage Cap.&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Crashed Pnt.&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Destroyed Pnt.&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;Small Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Small&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medium Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&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;Large Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,700&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&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;Abductor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&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;Harvester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&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;Supply Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&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;Terror Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&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;Battleship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Large&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;148&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The figures given in the in-game [[UFOpaedia]] are a factor of 8 too high, relative to [[Craft Armaments|Craft Armament]] ranges.  The range given for the Supply Ship is also incorrect in the in-game UFOpaedia.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; It is impossible to destroy the Supply Ship, Terror Ship and Battleship.&lt;br /&gt;
&lt;br /&gt;
== Weapons vs. UFOs ==&lt;br /&gt;
&lt;br /&gt;
Since rearming your aircraft every time you spot a different UFO takes too long, you must decide on a standard weapon configuration, unless you want to maintain multiple aircraft in different weapon configurations, which would be overly expensive and inefficient. So, in effect, there is only really one way to go:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Before you can fully equip your ships with Plasma Beams:&amp;lt;/b&amp;gt;&lt;br /&gt;
Use Stingray Missiles against Very Small UFOs, to have some chance of not totally destroying them.&lt;br /&gt;
Use dual Avalanche Missiles against Small or Medium enemies.&lt;br /&gt;
Use at least 2 interceptors with dual Avalanche Missiles against Terror Ships.&lt;br /&gt;
Do not attempt to shoot down Supply Ships or Battleships unless it is unavoidable (e.g. to protect an undefended main base).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Thereafter:&amp;lt;/b&amp;gt; Use Plasma Beams on everything, except Battleships. Only a single Plasma Beam is necessary, except against Battleships. Do not engage Battleships until you have several advanced aircraft (or enough Fusion Ball Launchers to fully arm 4 Interceptors). Always engage Battleships with as many aircraft as possible, to split the enemy fire.&lt;br /&gt;
Once you have several Firestorms and Avengers, you can start to shoot down Battleships with Plasma Beams... but if your soldiers are strong enough, it&#039;s usually more profitable just to let them land undamaged, so you can take more of their loot in ground combat. &lt;br /&gt;
&lt;br /&gt;
With a Plasma Beam you will always have stand off range advantage against anything short of a Battleship, making dual Plasma Beams unnecessary. So there is an argument for mounting one Plasma Beam and (optionally) one Fusion Ball Launcher. The FBL gives extra firepower in a Battleship fight. However it means routine engagements will be much more costly because of the high expense of the Fusion Ball ammo. Fitting one or two FBLs might be advisable if Battleships are expected imminently, e.g. if Retaliation mission patterns have been detected.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Comparing the weapon range and damage capacity of UFOs to the range and damage of [[Craft Armaments]], one can discern that:&lt;br /&gt;
* Any weapon, even the lowly [[Cannon]], can be used against Small Scouts, since they can&#039;t shoot back. If you want to be able to do a Recovery mission against the Small Scout, don&#039;t use Avalanches - use Cannon, Laser Cannon or Stingray only. Only the Cannon will guarantee not to totally destroy the Small Scout. Stingray or Laser Cannon have a 57% (20/35) chance to destroy it.&lt;br /&gt;
* [[Stingray]]s, with a range of 30km, are completely safe to use against Medium scouts, and can even be used to safely down Abductors and Harvesters.  They can also be used to attack Supply Ships, although you need to attack with at least three craft in order to do enough damage to down the UFO.  Furthermore, Supply Ships usually travel faster than [[Interceptor]]s and always land, making them better candidates for [[UFO Ground Assault]]s.&lt;br /&gt;
* [[Avalanche]]s or [[Plasma Beam]]s should be used against Large Scouts due to that UFO&#039;s weapon range of 34km.&lt;br /&gt;
* Avalanches can be used against Terror Ships, although at least two craft must be sent since you need to do 600 damage to force it to crash land.&lt;br /&gt;
* [[Laser Cannon]]s, with a range of 21km, can be safely used against Medium Scouts and Harvesters. However, Avalanche-armed craft are of use against a larger variety of craft and Plasma Beams, once they become available, are superior in every regard.&lt;br /&gt;
* Plasma Beams can safely be used (even by Interceptors) against any UFOs except Battleships.  &lt;br /&gt;
* It&#039;s possible to down a Battleship with only 3 craft using [[Fusion Ball Launcher]]s, if they all survive UFO fire long enough to fire all charges. But if you lose a craft and then are even moderately unlucky with damage dealt, the interception will fail. With only 2 FBL-armed craft you would need a lot of luck - superhuman luck if the craft are Interceptors.&lt;br /&gt;
* When attacking a Battleship with Interceptors, Fusion Ball Launchers are safer than Plasma Beams. Attacking with 4 aircraft, on Beginner Level, you would expect to lose one Interceptor if armed with FBLs, versus 2 lost Interceptors armed with Plasma Beams. This is because the FBLs kill the Battleship faster, and with less time spent taking fire but not returning it. The exercise is expensive in terms of ammunition, but cheaper than losing an extra Interceptor and its armament.&lt;br /&gt;
&lt;br /&gt;
== Interceptors Vs. UFOs ==&lt;br /&gt;
* The Interceptor is slow compared to UFOs, so any alien craft it is chasing must slow down. The &amp;quot;sluggish&amp;quot; Small Scout can outrun it!&lt;br /&gt;
* The Firestorm can handily intercept all UFOs except the Harvester, Terror Ship, and Battleship, which must be going lower than top speed for the Firestorm to catch up.&lt;br /&gt;
* The Lightning can be outrun by the Harvester, Abductor, Terror Ship, Battleship, and Supply Ship.&lt;br /&gt;
* The Avenger can hunt down and attack any UFO in the game easily, due to its massive speed.&lt;br /&gt;
&lt;br /&gt;
==UFO Behavior==&lt;br /&gt;
Aliens in their UFOs will behave in a different manner depending on what sort of mission they are tasked. All currently available data is summarized in the following points. UFOs will ALWAYS head to their mission locale (as listed in the Hyper-Wave Decoder information) at top speed and then initiate one of the following behaviors depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* Most UFOs will slow down continuously as they prepare to land. Check the altitude to try and guess when and where they&#039;re going to land so you can do a [[UFO Ground Assault]].&lt;br /&gt;
* Certain missions are done by several ships instead of just one. These are Alien Base and Alien Infiltration missions.&lt;br /&gt;
* Alien Research mission UFOs will slow down significantly and do several slow sweeps as they probe for data, also landing for brief periods.&lt;br /&gt;
* Alien Harvest and Alien Abduction missions will sweep an area at moderate speed and land multiple times as they locate and abduct cattle and humans.&lt;br /&gt;
* Alien Infiltration ships will land in the cities, in the country they are attempting to infiltrate. Scouts of various sizes will appear and maybe land.  Later, they will send Supply Ships, Battleships, and Terror Ships in an attempt to bribe and scare the country&#039;s leaders into submission. X-COM will lose funding from this country and an Alien Base will appear if the mission is successful.&lt;br /&gt;
* Alien Retaliation ships will scout a specific area where they have been having trouble, in a manner similar to an Alien Research mission. If your base is nearby, shoot the UFO down. Once an X-COM base is located, the aliens will send a Battleship directly at it at top speed, low in the atmosphere.&lt;br /&gt;
* Alien Base missions will behave in much the same manner as Alien Research. When constructing the Alien base, a fleet of Supply Ships and Battleships will land often as they search for a suitable location.  One Battleship, two supply ships, and three Large Scouts is common.&lt;br /&gt;
* Supply Ships on an Alien Supply mission will be dispatched at exactly 00:30 and will land only once, directly on top of the base.  Supply ships on this type of mission will run at full speed their entire time, not even slowing down as they land.  They only stay on the ground a short time, so advanced craft are needed to deal with them if they are airbourne.&lt;br /&gt;
* Alien Terror UFOs will slowly meander about looking for a city for the Terror Ships to land at.  If the scouts are shot down, the first Terror Ship will behave much like the scouting UFOs. It may iniitiate a terror mission, although rare.  If the scouts are not shot down, the Terror Ship will arrive in the region, slow down to pick a city, and then land.  The possible second Terror Ship (if you forced the Aliens to scout with a Terror Ship) will pick a city and then land, regardless.&lt;br /&gt;
* If you are successful at preventing lesser UFOs from doing their jobs, the aliens will eventually send Battleships to do the dirty work, hoping you won&#039;t be able to attack them.  (They will not participate in Alien Research and Alien Terror missions, though.)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{UFO Navbar}}&lt;br /&gt;
[[Category: UFOs (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rearming&amp;diff=55192</id>
		<title>Rearming</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rearming&amp;diff=55192"/>
		<updated>2014-01-12T22:52:27Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Re-arming rates */ 3+1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Info ==&lt;br /&gt;
&lt;br /&gt;
Re-arming is the final phase that an interception craft will go through after returning to base from an interception atttempt (regardless of whether any shots were fired). It involves the reloading/recharging of the craft&#039;s weapons, and then a checkup on ship systems.  Reloading takes place every hour, at the top of the hour, reloading a number of shots as per the table below.  Only one weapon will reload at a time; the left weapon will be loaded first until it is either fully loaded or until the relevant ammo stockpile is depleted, then it is repeated with the right weapon.  The final readiness check takes an extra one hour, beyond the time it takes to ensure all weapons are fully loaded.  Weapon loading and readiness checks are always completed at the top of the hour (HH:00:00).&lt;br /&gt;
&lt;br /&gt;
==Re-arming rates==&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Weapon&lt;br /&gt;
! Shots loaded per hour&lt;br /&gt;
! Max reload hrs (dual)&lt;br /&gt;
! Max reload hrs (single)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Cannon]]&lt;br /&gt;
| 100&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Stingray|Stingray Launcher]]&lt;br /&gt;
| 1&lt;br /&gt;
| 13&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Avalanche|Avalanche Launcher]]&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Laser Cannon]]&lt;br /&gt;
| 99&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Plasma Beam]]&lt;br /&gt;
| 100&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Fusion Ball Launcher]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Rearming (TFTD)]]&lt;br /&gt;
*[[Repairs]]&lt;br /&gt;
*[[Refueling]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaction_fire_triggers&amp;diff=54124</id>
		<title>Reaction fire triggers</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaction_fire_triggers&amp;diff=54124"/>
		<updated>2013-12-10T15:03:22Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Mutual Surprise */ minor spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Reaction fire]] can be triggered through a variety of actions. There are also some actions that do not trigger or immediately trigger reaction fire. The following is a list of what actions will and will not trigger reaction fire. This list is not extensive and may contain some duplication. &lt;br /&gt;
&lt;br /&gt;
Note, all of these assume that the requirements for a Reaction shot are met by the defending side. Also while the lists are primarily focused on the X-COM side, many of the conditions apply to the aliens as well. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ Triggered while alien facing towards you&lt;br /&gt;
|-&lt;br /&gt;
! width = &amp;quot;30%&amp;quot; |Action &lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| Firing any weapon&lt;br /&gt;
| Hit or miss, the alien will react if it survives. Note that line of sight calculations are done after the attack. Therefore if you fire an explosive round and the resulting smoke cloud is dense enough to obscure you from the alien&#039;s vision, it will not be able to react.&lt;br /&gt;
|- &lt;br /&gt;
| Any walking/flying movement&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| Kneeling or standing&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| Using a lift&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Throwing any object&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ Triggered while alien facing away from you&lt;br /&gt;
|-&lt;br /&gt;
! width = &amp;quot;30%&amp;quot; |Action &lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|Hitting an alien &lt;br /&gt;
| The alien will spin around and return fire&lt;br /&gt;
|- &lt;br /&gt;
|Hitting an alien with indirect fire &lt;br /&gt;
|From HE or Stun rounds, or even triggering a [[Proximity Grenade]] within range&lt;br /&gt;
|- &lt;br /&gt;
|Using a melee weapon &lt;br /&gt;
| Melee attacks do not immediately trigger a reaction shot but the alien will be &amp;quot;alerted&amp;quot; to its attacker. The alien will only react if the soldier then performs any other action that will trigger a reaction shot such as walking or shooting. This means a soldier can safely attack an alien repeatedly with a Stun Rod, but if the soldier then walks away the alien will immediately turn around and shoot.  If a different soldier hits the alien with a Stun Rod, the alien&#039;s focus will shift to that soldier. The first soldier can then safely walk away.  &lt;br /&gt;
|- &lt;br /&gt;
|Hitting an alien from beyond visual range&lt;br /&gt;
| Similar to the melee attack, the alien will be &amp;quot;alerted&amp;quot;, but will not spin around and fire. If the last person to shoot and hit the alien walks into its visual range on the same turn, the alien will immediately turn and fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ Never triggers reaction shot&lt;br /&gt;
|-&lt;br /&gt;
! width = &amp;quot;30%&amp;quot; |Action &lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| Turning in place&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Firing beyond the alien&#039;s visual range&lt;br /&gt;
| If the shot hits, the alien will be &#039;alerted&#039; and will react if the soldier comes within its visual range. If the shot misses, nothing happens. &lt;br /&gt;
|- &lt;br /&gt;
| Firing at a [[Celatid]] / [[Deep One]] from beyond its range &lt;br /&gt;
| 8+ squares indoors (roof immediately overhead) or 17+ squares outdoors is safe (this is due to the arcing fire trajectory)&lt;br /&gt;
|- &lt;br /&gt;
| Moving out of an alien&#039;s [[line of sight]] &lt;br /&gt;
| Any movement or kneeling action that immediately obscures a soldier from the alien&#039;s sight. Such as stepping behind a wall or taking a step backwards into a smoke cloud. &lt;br /&gt;
|- &lt;br /&gt;
|Priming a grenade&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Hitting an alien not facing you with [[incendiary]] rounds. &lt;br /&gt;
| Directly or indirectly. Due to the quirky nature of incendiary attacks, combined with the [[Incendiary#Quirks|IC explosions causing damage to all units in fire quirk]] can be very powerful.&lt;br /&gt;
|- &lt;br /&gt;
| Any action on the inventory screen &lt;br /&gt;
| Moving, dropping or picking up objects; loading or unloading a weapon&lt;br /&gt;
|- &lt;br /&gt;
| Using tools &lt;br /&gt;
| Includes: (UFO) Medi-Kit, Mind Probe, Motion Scanner &amp;amp; Psi-Amp. (TFTD) Medi-Kit, M.C. Reader, Particle Disturbance Sensor, M.C. Disrupter. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you have used up several [[Time Units]] performing the above &amp;quot;safe&amp;quot; actions and then perform a reaction-triggering action, an alien with sufficient TUs will be able to make several &amp;quot;stored up&amp;quot; reaction shots against you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mutual Surprise == &lt;br /&gt;
&amp;lt;div id=&amp;quot;mutual_surprise&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutual surprise:&#039;&#039;&#039;&lt;br /&gt;
** If a unit sees an alien at the same instant as it moves into an alien&#039;s [[line of sight]], the alien(s) won&#039;t reaction fire, even if a unit has no TUs left. The alien spotted doesn&#039;t even have to be the alien that spots the unit -- unit can walk through a door and see an alien ahead, which will prevent unseen aliens to the side from attacking.&lt;br /&gt;
** To try to take advantage of this and spot aliens as you round a corner, you should (if possible) approach it at least one space away from the corner and come around at a diagonal.  However, there can be a number of &amp;quot;[[Line of sight#Blind spots around corners|blind spots]]&amp;quot; near corners/doors/windows, where aliens can see and fire upon you but you can&#039;t see them, even if you&#039;re facing them.&lt;br /&gt;
** The &amp;quot;mutual surprise&amp;quot; rule seems to only apply when a unit moves horizontally into an alien&#039;s line of sight: if a unit spots an alien by destroying terrain, or by killing an alien (uncovering another behind it), the newly-revealed alien will try to reaction fire at a unit if facing it. An alien will also try to reaction fire at a unit that stands from a formerly-concealed position facing an alien.&lt;br /&gt;
** The mutual surprise rule does not apply if a unit moves into an alien&#039;s field of vision via vertical movement, by using a lift or a [[Flying Suit]]. Even if facing the alien, the unit will draw reaction fire as it moves up or down into alien&#039;s line of sight.&lt;br /&gt;
** &amp;lt;sup&amp;gt;[needs confirmation]&amp;lt;/sup&amp;gt;Aliens also benefit from mutual surprise. However, an X-COM unit being tracked by aliens&#039; &amp;quot;intelligence&amp;quot; (when a unit&#039;s position is known to the enemy; all units positions are known to the enemy after turn 20, or after turn 10 when 2 or less aliens are left alive) is already visible, thus cannot trigger the not-visible to visible transition that allows mutual surprise.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Field_Manual:_Terrain&amp;diff=54040</id>
		<title>Field Manual: Terrain</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Field_Manual:_Terrain&amp;diff=54040"/>
		<updated>2013-12-08T14:10:49Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: restructured&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Natural Features==&lt;br /&gt;
&lt;br /&gt;
Firing over the crest of a hill, known as the reverse-slope position, exposes the minimum sight picture to the enemy and provides the greatest protection from return fire. &lt;br /&gt;
Simply ducking into concealment protects the soldier from all but indirect-fire weaponry (grenades). Allow time to climb the hill before seeking out the enemy.&lt;br /&gt;
&lt;br /&gt;
Soldiers should seek to overwatch from hill crests and move in the protection of valleys or next to slopes. &lt;br /&gt;
&lt;br /&gt;
Movement up and down hills takes time, so a soldier on flat ground will always outpace a soldier on a slope.&lt;br /&gt;
&lt;br /&gt;
Enemies hiding in valleys are best dealt with through grenades or other indirect fire.&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
&lt;br /&gt;
Vegetation, especially in [[Jungle Terrain|jungle]] or [[Forest_Terrain|forest]] environments, provides a high degree of cover. Thick-trunked vegetation can often stop enemy fire temporarily, but will quickly be shredded by powerful weaponry.&lt;br /&gt;
&lt;br /&gt;
Thick vegetation reduces sight lines and is a dangerous environment to move through. &lt;br /&gt;
Scouts have to look all around them as each movement can reveal previously hidden areas. Overwatch and support teams will find trees blocking both direct and indirect fire and will have to move closer to the scouts to adequately support them. &lt;br /&gt;
Paths through the vegetation are not always evident and soldiers may be forced to double back if their path becomes impassable.&lt;br /&gt;
&lt;br /&gt;
Clearings should be exploited as rally points and kill zones. &lt;br /&gt;
Soldiers concealed in vegetation on the edges of a clearing have the best combination of concealment and field of fire. High explosive can be used to clear vegetation as necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Jasonred] : Try experimenting with [[Incendiary|Incendiaries]] in this environment! Clear the landing area of enemies, retreat to the transport, fire a round or two of incendiaries, and wait for either the aliens to come to you as the fire catches them, or for the whole place to burn down and give visibility.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Artificial Structures: Buildings==&lt;br /&gt;
&lt;br /&gt;
Man made buildings provide good concealment and some degree of protection. However they are vulnerable to explosives (and energy weapons) and can be penetrated by high caliber weaponry.  (See [[Destroying Terrain]] for more information.)&lt;br /&gt;
&lt;br /&gt;
They are excellent for concealing movement and approach, but may equally conceal the enemy in their windows, doors, and corridors. &lt;br /&gt;
In a free-fire zone, flatten these with explosive rounds to deny cover to the enemy.&lt;br /&gt;
&lt;br /&gt;
Sniping from a high position or window minimizes exposure, but the soldier must be prepared for return fire and move to different cover if spotted.&lt;br /&gt;
&lt;br /&gt;
==Artificial Structures: UFO Hulls==&lt;br /&gt;
&lt;br /&gt;
UFO Outer Hulls, like our reinforced concrete bunkers, are generally impervious to man-portable weaponry. [1] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The commander has two choices: siege or storm.&lt;br /&gt;
&lt;br /&gt;
Sieging has the benefit that time is on the commander&#039;s side, so forces can be arranged in good concealed positions with good fields of fire. &lt;br /&gt;
All exits from the structure should be covered. &lt;br /&gt;
Avoid placing units directly in line with exits or windows as these units will be the first ones attacked when the enemy ventures forth. &lt;br /&gt;
The enemy will hide from a barrage but will hopefully become curious enough, if all is quiet and movement unopposed, to reveal themselves. &lt;br /&gt;
This then allows your marksmen to engage them.&lt;br /&gt;
&lt;br /&gt;
Sending forward a scout is risky, but can fool the enemy into revealing themselves to shoot at the presented target.&lt;br /&gt;
&lt;br /&gt;
Sieges succeed through attrition of the enemy as they reveal themselves. &lt;br /&gt;
A resolute enemy with adequate supplies, however, can choose to remain hidden indefinitely. &lt;br /&gt;
So eventually the structure will have to be stormed.&lt;br /&gt;
&lt;br /&gt;
Storming these structures is always hazardous, because no amount of &amp;quot;target softening&amp;quot; can guarantee them to be clear of enemy presence before the assault, EXCEPT in the case of Medium Scouts, in which case target softening can end up killing everything inside (and also destroying bounty from alien technology). &lt;br /&gt;
The first soldiers in will always be in harm&#039;s way. [2] &lt;br /&gt;
Single file entry is often required, so the assault team must enter quickly and spread out again to maximize effectiveness. &lt;br /&gt;
Assault teams should carry weapons with high rate of fire and high stopping power. &lt;br /&gt;
Armor is a must. [[Stun Rod]]s can also be useful. [[Heavy Cannon]] can provide stopping power.&lt;br /&gt;
&lt;br /&gt;
Training must emphasize prioritizing targets.&lt;br /&gt;
&lt;br /&gt;
*a) An enemy facing the soldier and in line with the entryway, should be handed off to a following soldier or even to a support sniper outside the entryway. If neither of these are practical (due to blocked lines of fire) then engage at short range with burst fire (autofire).&lt;br /&gt;
*b) An enemy facing the soldier, but not in line with the entryway, must be engaged. At short range, use three-shot burst fire (autofire).&lt;br /&gt;
*c) If enough time remains to take cover and let a following soldier engage the enemy, but not enough time to both fire on the enemy and take cover, then take cover.&lt;br /&gt;
*d) An enemy facing away from the soldier should be engaged only if time permits, or if no other soldiers can move into position to take the shot. Stun rods are best used on this presentation of target.&lt;br /&gt;
*e) Enemies packed into a corridor are best engaged with burst fire. Use of explosives in such situations is unpredictable, given the close range and risk of secondary explosions.&lt;br /&gt;
&lt;br /&gt;
[[Motion_Scanner|Motion detector]]s are invaluable in gaining information about the enemy in such a structure. The soldier with the motion detector does not have to be a member of the assault team but should be moved up next to the structure.&lt;br /&gt;
&lt;br /&gt;
*[1] [[Blaster Launcher]]s will penetrate an outer hull. No other unmodified weapon has sufficient power. [[Heavy Plasma]] will eventually penetrate inner bulkheads.&lt;br /&gt;
*[2] SWAT teams get thick full length shields for this sort of thing. X-Com gets ... rookies.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Field Manual: Terrain]] | [[Field Manual: Movement Tactics]] | [[Destroying Terrain]] | [[UFO Assault]] | [[:Category:Missions]]&lt;br /&gt;
[[Category:Field Manual|Terrain]]&lt;br /&gt;
[[Category:Terrain]]&lt;br /&gt;
[[Category: Fiction]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaction_fire_triggers&amp;diff=54035</id>
		<title>Reaction fire triggers</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaction_fire_triggers&amp;diff=54035"/>
		<updated>2013-12-08T11:24:19Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Mutual Surprise */ more spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Reaction fire]] can be triggered through a variety of actions. There are also some actions that do not trigger or immediately trigger reaction fire. The following is a list of what actions will and will not trigger reaction fire. This list is not extensive and may contain some duplication. &lt;br /&gt;
&lt;br /&gt;
Note, all of these assume that the requirements for a Reaction shot are met by the defending side. Also while the lists are primarily focused on the X-COM side, many of the conditions apply to the aliens as well. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ Triggered while alien facing towards you&lt;br /&gt;
|-&lt;br /&gt;
! width = &amp;quot;30%&amp;quot; |Action &lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| Firing any weapon&lt;br /&gt;
| Hit or miss, the alien will react if it survives. Note that line of sight calculations are done after the attack. Therefore if you fire an explosive round and the resulting smoke cloud is dense enough to obscure you from the alien&#039;s vision, it will not be able to react.&lt;br /&gt;
|- &lt;br /&gt;
| Any walking/flying movement&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| Kneeling or standing&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| Using a lift&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Throwing any object&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ Triggered while alien facing away from you&lt;br /&gt;
|-&lt;br /&gt;
! width = &amp;quot;30%&amp;quot; |Action &lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|Hitting an alien &lt;br /&gt;
| The alien will spin around and return fire&lt;br /&gt;
|- &lt;br /&gt;
|Hitting an alien with indirect fire &lt;br /&gt;
|From HE or Stun rounds, or even triggering a [[Proximity Grenade]] within range&lt;br /&gt;
|- &lt;br /&gt;
|Using a melee weapon &lt;br /&gt;
| Melee attacks do not immediately trigger a reaction shot but the alien will be &amp;quot;alerted&amp;quot; to its attacker. The alien will only react if the soldier then performs any other action that will trigger a reaction shot such as walking or shooting. This means a soldier can safely attack an alien repeatedly with a Stun Rod, but if the soldier then walks away the alien will immediately turn around and shoot.  If a different soldier hits the alien with a Stun Rod, the alien&#039;s focus will shift to that soldier. The first soldier can then safely walk away.  &lt;br /&gt;
|- &lt;br /&gt;
|Hitting an alien from beyond visual range&lt;br /&gt;
| Similar to the melee attack, the alien will be &amp;quot;alerted&amp;quot;, but will not spin around and fire. If the last person to shoot and hit the alien walks into its visual range on the same turn, the alien will immediately turn and fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ Never triggers reaction shot&lt;br /&gt;
|-&lt;br /&gt;
! width = &amp;quot;30%&amp;quot; |Action &lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| Turning in place&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Firing beyond the alien&#039;s visual range&lt;br /&gt;
| If the shot hits, the alien will be &#039;alerted&#039; and will react if the soldier comes within its visual range. If the shot misses, nothing happens. &lt;br /&gt;
|- &lt;br /&gt;
| Firing at a [[Celatid]] / [[Deep One]] from beyond its range &lt;br /&gt;
| 8+ squares indoors (roof immediately overhead) or 17+ squares outdoors is safe (this is due to the arcing fire trajectory)&lt;br /&gt;
|- &lt;br /&gt;
| Moving out of an alien&#039;s [[line of sight]] &lt;br /&gt;
| Any movement or kneeling action that immediately obscures a soldier from the alien&#039;s sight. Such as stepping behind a wall or taking a step backwards into a smoke cloud. &lt;br /&gt;
|- &lt;br /&gt;
|Priming a grenade&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Hitting an alien not facing you with [[incendiary]] rounds. &lt;br /&gt;
| Directly or indirectly. Due to the quirky nature of incendiary attacks, combined with the [[Incendiary#Quirks|IC explosions causing damage to all units in fire quirk]] can be very powerful.&lt;br /&gt;
|- &lt;br /&gt;
| Any action on the inventory screen &lt;br /&gt;
| Moving, dropping or picking up objects; loading or unloading a weapon&lt;br /&gt;
|- &lt;br /&gt;
| Using tools &lt;br /&gt;
| Includes: (UFO) Medi-Kit, Mind Probe, Motion Scanner &amp;amp; Psi-Amp. (TFTD) Medi-Kit, M.C. Reader, Particle Disturbance Sensor, M.C. Disrupter. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you have used up several [[Time Units]] performing the above &amp;quot;safe&amp;quot; actions and then perform a reaction-triggering action, an alien with sufficient TUs will be able to make several &amp;quot;stored up&amp;quot; reaction shots against you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mutual Surprise == &lt;br /&gt;
&amp;lt;div id=&amp;quot;mutual_surprise&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutual surprise:&#039;&#039;&#039;&lt;br /&gt;
** If a unit sees an alien at the same instant as it moves into an alien&#039;s [[line of sight]], the alien(s) won&#039;t reaction fire, even if a unit has no TUs left. The alien spotted doesn&#039;t even have to be the alien that spots the unit -- unit can walk through a door and see an alien ahead, which will prevent unseen aliens to the side from attacking.&lt;br /&gt;
** To try to take advantage of this and spot aliens as you round a corner, you should (if possible) approach it at least one space away from the corner and come around at a diagonal.  However, there can be a number of &amp;quot;[[Line of sight#Blind spots around corners|blind spots]]&amp;quot; near corners/doors/windows, where aliens can see and fire upon you but you can&#039;t see them, even if you&#039;re facing them.&lt;br /&gt;
** The &amp;quot;mutual surprise&amp;quot; rule seems to only apply when a unit moves horizontally into an alien&#039;s line of sight: if a unit spots an alien by destroying terrain, or by killing an alien (uncovering another behind it), the newly-revealed alien will try to reaction fire at a unit if facing it. An alien will also try to reaction fire at a unit that stands from a formerly-concealed position facing an alien.&lt;br /&gt;
** The mutual surprise rule does not apply if a unit moves into an alien&#039;s field of vision via vertical movement, by using a lift or a [[Flying Suit]]. Even if facing the alien, the unit will draw reaction fire as it moves up or down into alien&#039;s line of sight.&lt;br /&gt;
** &amp;lt;sup&amp;gt;[needs confirmation]&amp;lt;/sup&amp;gt;Aliens also benefit from mutual surprise. However, an X-COM unit being tracked by aliens&#039; &amp;quot;intelligence&amp;quot; (when a unit&#039;s position is known to the enemy; all units positions is know to the enemy after turn 20, or after turn 10 when 2 or less aliens left alive) is already visible, thus cannot trigger the not-visible to visible transition that allows mutual surprise.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Reaction_fire_triggers&amp;diff=54034</id>
		<title>Talk:Reaction fire triggers</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Reaction_fire_triggers&amp;diff=54034"/>
		<updated>2013-12-08T10:50:45Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Even if you are facing the alien, you will get shot at as you move up or down into its line of sight.&amp;quot; Indeed. Unfortunately, I learned that the hard way.--[[User:Amitakartok|amitakartok]] 14:38, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Do stun rods trigger reaction fire at all? Or do they only &amp;quot;alert&amp;quot; aliens? In my experience, it seems that they do not, but I was playing a normal campaign not playtesting at the time, so I can&#039;t be sure. [[User:Jasonred|Jasonred]] 11:41, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The Stun Rod only &#039;alerts&#039; the alien.  As far as I&#039;ve seen in the games, melee weapons(including the Stun Rod) do not trigger reaction fire on their own.  So if you stand next to an alien, you can prod him with your stick all day and he won&#039;t even blink an eye.  However, the second you do something that WOULD provoke reaction fire, he will THEN turn and shoot at you, even if you aren&#039;t in his line of sight.  Given that the unit will be at very close range after using the Stun Rod, any reaction fire is liable to be fatal to the victim.  I&#039;m guessing the same works in reverse for melee aliens.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:44, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;m sure it does. Those Chrysalids can trigger reaction fire while sprinting at my troops, but once they are nearby, X-com soldiers are petrified by fright or something.&lt;br /&gt;
&lt;br /&gt;
:::More importantly: Stun rods do not trigger reaction fire on OTHER ALIENS. I just had a game, where I needed a rookie to run inside a landed UFO. Booming the elerium was not an acceptable option. So, I knew he was gonna die.&lt;br /&gt;
&lt;br /&gt;
:::Or so I thought. What actually happened is he ran inside the UFO and spotted 4 sectoids. He ran up to one of them and used the stun rod... KO. So he swiveled to the right, stun rod... KO! And... he&#039;s out of TU, and not been fired at. Hmm... (swivelling doesn&#039;t trigger reaction fire either!) My 2 troops outside now have clear shots at 1 alien, and they fire. Success! One last stun rod on an alien facing the wrong way, and... mission complete.&lt;br /&gt;
&lt;br /&gt;
:::[[User:Jasonred|Jasonred]] 03:36, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Mutual surprise on alien&#039;s turn? ==&lt;br /&gt;
&lt;br /&gt;
Do aliens actually benefit from mutual surprise on their turn? Did anybody test that? &amp;amp;mdash; [[User:Slider2k|Slider2k]] 05:50, 8 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Small_Scout&amp;diff=53986</id>
		<title>Talk:Small Scout</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Small_Scout&amp;diff=53986"/>
		<updated>2013-12-07T20:35:04Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Update on Small Scout Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tactics for Hunting Small Scouts ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen single stingrays down them. I&#039;ve never hit one with cannons. They always run away before my interceptors close. You&#039;d probably need an elerium powered ship to catch up with them and use cannons. There always seems to be one looking for you base on the first day so it can be a nice way to get that first plasma weapon for research.&lt;br /&gt;
&lt;br /&gt;
:I agree. These critters are hard to catch. Dual Stingrays have a strong risk of destroying them totally, with Cannons you will almost never get close enough in an Interceptor. Single Stingray, plus Cannon just in case, - i.e. the starting Interceptor loadout - is the best way to crash these early in the game. Even then it&#039;s difficult as they often just run for it before you can even fire the first Stingray. I agree it&#039;s better just to tail them with a Transport and hope they land, but they don&#039;t always land. May be when the Interception Window is up they are less likely to land? Do UFO&#039;s &amp;quot;know&amp;quot; when they&#039;ve been targeted? Early in the game, the $340K of Mind Probe these guys are carrying (total worth $400K+) makes it imperative to try to Recover or Assault them, by hook or by crook. I still have not worked out the best way to do it, let alone a reliable way. Maybe tail them with a transport but keep an Interceptor nearby in the air, with Stingray + Cannon, to take them out if they look like leaving? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It should be noted that a Small Scout assault seems deceptively easy.  After all there&#039;s 1 of Them and 14 of You.  What many people may not realize is that the 1 living alien triggers the &amp;quot;alien clairvoyance&amp;quot; (2 or less aliens alive on the map, or more than 20 turns elapsed, and the AI gets to know where all the X-COM troops are.)  Some Small Scout aliens have put up impressive fights.  And just to clarify, the Cannon is the only reliable method of downing a Small Scout.  A lone Stingray works sometimes, as can a Laser Cannon.  However, since you get 100 points for destroying the small scout, and only 50 for shooting it down, the former is often a better choice unless you&#039;re hurting for cash, since the recovery value of the UFO isn&#039;t 50, even on a perfect mission.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:14, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Excellent points there. 14 to 1 is hardly sporting, but as you say the wily scout has an equaliser - good. But are you sure about the reliability of Cannon? On paper, yes, but in practice (I&#039;ve done a lot of repeat trials), it takes many missed engagements before you even get an Interception Window against a Small Scout, and in most of those cases the Small Scout &amp;quot;goes to warp speed&amp;quot; once its damage level approaches 50%. The problem with the Cannon is that it&#039;s damage level is &#039;&#039;too&#039;&#039; fine-grained, unlike the Stingray which can pitch the target over the 50% damage threshold before it has time to react and disengage. So yes the Cannon is reliable in the sense that it will almost never destroy the Small Scout. Only on very rare occasions is the Scout in an aggressive enough mood to close with (rather than flee from) a Cannon-armed craft. But the Cannon&#039;s rate of &#039;&#039;downing&#039;&#039; Small Scouts is much lower than the single Stingray, per engagement. So I would definitely maintain the Stingray primary plus Cannon secondary is the best mix for Small Scout hunting.  90%+ of the time, a single Stingray would do as well as the combo. (The S+C combo is also much more practical than either a single Cannon or dual Cannon, when it comes to shooting down any evasive targets other than a Small Scout. The Dual Cannon mix does excel with a non-evading target such as a Battleship of course.) But maybe we should have a contest, a shoot-off? &lt;br /&gt;
&lt;br /&gt;
:Whether &amp;lt;= 50 extra points of Score is worth $400K of cash, a little experience and perhaps some new Research topics, is debatable. My view would be that in the first month of two of the game, the cash (etc) is definitely more useful than the score. Small Scouts largely disappear after that. When they reappear a couple of months later, it&#039;s probably not worth the hassle - splash &#039;em!. I picture a Small Scout running from a Fusion Ball... :) [[User:Spike|Spike]] 17:15, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m still a skeptic of the &#039;alien clairvoyance&#039; claim. There used to be a related claim regarding turn 20, which I can&#039;t remember exactly but it had to do with alien behaviour as well that I never bought it. So what&#039;s the proof of the &#039;clairvoyance&#039;? Simple observation? Specific code in the engine? How did you test it? What results can be expected after turn 20? Just some questions :) [[User:Hobbes|Hobbes]] 12:02, 26 November 2008 (CST)&lt;br /&gt;
:::&amp;quot;Proof&amp;quot; of clairvoyance is in the code: after turn 10, if 1 or 2 aliens only are still alive, all enemy units are made visible to them. After turn 20, they gain visibility regardless of how many are still alive. [[User:Seb76|Seb76]] 16:04, 26 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::: Turn 20 is when the aliens get automatic line-of-sight to all your units, leading to their troops rushing out of the ships and a massive storm of psionics. I&#039;m not quite sure where that came from, so i&#039;ll look around. --[[User:(name here)|(name here)]] 13:38, 26 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:::: It seems turn 20 is when they decide to exit their ship, and the psionic spam is actually 10-x, where x depends on the psionic defense of the unit on your side with the lowest psionic defense, as tested by zombie --[[User:(name here)|(name here)]] 14:02, 26 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::: Seb, are you sure about that? Behavior would seem to indicate that the turn 20 effect happens even with 4 aliens left alive.--[[User:(name here)|(name here)]] 18:06, 26 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
The problem with the Small Scouts is that not only do they have a higher top speed than an Interceptor, but they also have the highest acceleration in the game. The Small Scout doesn&#039;t have a weapon either, so if it encounters resistance, it will try to outrun the threat almost all the time. A Stinger+Cannon combo is probably a preferable loadout on the Interceptor as it may allow you to down the craft while still being useful for other engagements.&lt;br /&gt;
&lt;br /&gt;
In my experience, Small Scouts rarely land so trailing them with a Skyranger is hopeless. And you don&#039;t know when the UFO is going to leave so it&#039;s better to just engage them straight off when the &amp;quot;scouting&amp;quot; mode begins.&lt;br /&gt;
&lt;br /&gt;
If you do manage to crash the Small Scout in the beginning of the game, it&#039;s a great thing. (Not so much for score, but then again the difference is 50 points which is a drop in the bucket for most months). The guaranteed Mind Probe is a good artifact to recover as it provides an influx of cash which could really help out the struggling forces. The mission isn&#039;t going to be easy as we recently found out, but it&#039;s not hard to kill a single Sectoid, Floater or Snakeman early on either.&lt;br /&gt;
&lt;br /&gt;
All of this hints at just engaging the Small Scouts and crashing them if possible early on. Later, when you have faster craft capable of matching the speed of the Small Scout, you can load a Lightning or a Firestorm with the Cannon(s) and go after the SS to get those Mind Probes easily on a ground mission. However, most people don&#039;t even consider equipping a craft with normal Cannons a viable strategy since the intercepting craft is capable of only one function. --[[User:Zombie|Zombie]] 17:50, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: To be honest, downing Small Scouts is a crap shoot and most effective tactic is probably &amp;quot;save and reload&amp;quot; :(. I&#039;ve watched closely and it looks like their acceleration is actually good enough to turn and outrun a Stingray &#039;&#039;after&#039;&#039; it&#039;s been fired at them. So whether it&#039;s Cannons or Stingrays you may be reliant on the Small Scout acting a bit suicidal. I still have yet to see one downed by a Cannon though. They do occasionally land and you get down one with a Stingray maybe one-half to one-third of the time.&lt;br /&gt;
&lt;br /&gt;
; Well I think I&#039;m going to tweak the main article to at least reflect a diversity of views on this. [[User:Spike|Spike]] 16:31, 29 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
=== Solo Xeno Reco Redux ===&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been playing around with this again. First of all, the &amp;quot;terms of reference&amp;quot;. Doing a recovery on a Small Scout is almost irrelevant at most points in the game, apart from the beginning. In the beginning of the game, it&#039;s a big win both in cash and technology terms. At any other point in the game, why bother. &lt;br /&gt;
&lt;br /&gt;
So there&#039;s not much point talking about non-starting equipment. Yes, in theory, Laser Cannons are an option. They have the same damage characteristics as Stingrays, with greater firepower (4x rate of fire roughly, half the accuracy, so about twice the firepower). With the greater firepower, and more continuous firing, there&#039;s a better chance of crashing the Small Scout in the very limited time window before it runs away. In theory, putting Cannon on an advanced craft that can outrun the scout, is the no-brainer option. But by the time you have advanced aircraft, you could care less about a Small Scout recovery mission. &lt;br /&gt;
&lt;br /&gt;
So our palette is basic: Interceptor or perhaps Skyranger; Cannon, Stingray, Avalanche. An Avalanche missile, with a nominal damage of 100 (minimum 50) will always kill a Small Scout, and so cannot be used to crash it. We need something that has at least a theoretical possibility of doing less than 50 damage. That leaves Stingrays and Cannon. One or two of each, or a mix of both. &lt;br /&gt;
&lt;br /&gt;
I am not convinced that Cannon on an Interceptor are ever effective against a Small Scout. I have done many attempts (hacking the fuel of the Interceptor so it can pursue for longer). I have never seen an Interceptor get more than one Cannon volley off in approaching 100 trials. And the one cannon volley is extremely rare (and can not crash the Small Scout). &lt;br /&gt;
&lt;br /&gt;
This leaves Stingrays. Now do you carry 1 or 2? If you carry 2, what do you do with the other weapon port (assuming you&#039;re flying an Interceptor). &lt;br /&gt;
&lt;br /&gt;
Carrying 2 Stingrays might be advantageous, because it doubles your rate of fire and thus your chance to crash the scout. Each Stingray hit (70% hit) has a 43% chance to crash the scout, 57% to destroy it (assuming you&#039;re over land, otherwise 100% destruction). So for each Stingray fired, that&#039;s a straight 30% to crash, 40% to kill, 30% to miss. &lt;br /&gt;
&lt;br /&gt;
Whether 2 launchers is better than one depends on the internals of how the game process air combat. Are the 2 missile attacks resolved simultaneously, and damage applied from both? In that case, the kill % per volley is, I think, about 73% to kill, 18% to crash, 9% to miss. Clearly from the point of view of getting a Crash Recovery mission against the small scout, this is worse. &lt;br /&gt;
&lt;br /&gt;
On the other hand, what if the missiles are processed sequentially. In other words, if you crash the alien with your first shot, it immediately falls out of the sky, and doesn&#039;t get hit (and probably destroyed) by the second missile? In this case, I calculate 39% to crash, 52% to kill, and 9% to miss - per volley. The crash % per volley (39%) is better than the single-launcher case (30%). IF this is how air combat is resolved.&lt;br /&gt;
&lt;br /&gt;
But wait, there&#039;s more. With double launchers, you have a higher kill percentage. Does this higher kill percentage potentially deprive you of future opportunities when you might crash the scout? I&#039;m not sure. In a single engagement with an Interceptor vs a Small Scout, you very rarely get the chance to fire missiles twice. (Make sure you are NOT in Cautious attack mode as they will always miss). However, while tailing the same scout, you may get 2 or 3 separate engagements (even if you are not cheating with your fuel). Does the higher kill probability work against you over multiple engagements?&lt;br /&gt;
&lt;br /&gt;
30% to crash and 40% to kill plays 39% to crash and 52% to kill, over multiple engagements. If you have only one crack at the target, it&#039;s clear that double missiles is better (assuming dual missile attacks are processed &#039;sequentially&#039;.) &lt;br /&gt;
&lt;br /&gt;
For two attacks, you get .3 plus .6 x .3 = .18 -&amp;gt; .48 crashes with single missiles. With dual missiles you get .39 + .48 x .39 = .1972 -&amp;gt; .5772 crashes. So that&#039;s still better with dual missiles. &lt;br /&gt;
&lt;br /&gt;
For 3 attacks the residual difference is very small. An extra .108 crashes for the single missile and an extra .0899 crashes for the dual missile. So the dual missile is still ahead on crash %, even after 3 volleys. (Maybe I should&#039;ve used the chance of remaining airborne there, rather than the chance of not being killed. I don&#039;t think it matters materially.)&lt;br /&gt;
&lt;br /&gt;
So in conclusion, dual Stingray missiles might be a better scout hunting tactic for Interceptors, depending on how air to air combat resolution works. Unfortunately that is very hard to figure out by experiment. It probably requires decompiling the relevant chunk of code. If dual Stingrays are good for scout hunting, that&#039;s good news, since dual Stingrays are not bad for general purpose UFO hunting either. &lt;br /&gt;
&lt;br /&gt;
: Actually, it&#039;s fairly easy to do by experiment, IF you can hack the variables for the Stingray missiles. Modify the stingrays so that they have 100% accuracy and 50 damage. (25-50 in practice). Then equip dual stingrays. For best results, equip on an Avenger. So, basically, if 2 missiles hit at the same time, it will be destroyed. If the missiles hit 1 by 1, it will crash land. (except in the event it did 50 out of 50 damage. Because of the chance of getting a natural 50, repeat the experiment 10 times. SORTED. (except for the hacking bit... I&#039;m not too clear on how to do that)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the single missile world, there not much to do with the other weapon slot apart from a Cannon. At least when you have an armed enemy who is willing to close with you, the Cannon brings some extra firepower. Once in range, the Cannon adds about another 40% firepower to the Stingray launcher&#039;s firepower. It also has the advantage of taking smaller &#039;nibbles&#039; off the UFO&#039;s defences, thus making crashes (rather than kills) much more likely. Generating Crash Recovery missions is the name of the game, so this is not a bad thing. &lt;br /&gt;
&lt;br /&gt;
As a last option, just a thought experiment. IF it turns out to be the case that single Stingrays are best, maybe hunt small scouts with an armed Skyranger? (Can you only do this in X-Com Util? I can&#039;t remember). Conceivably, the UFO will slow down to match the speed of the Skyranger (they seem to to that) and with the Skyranger&#039;s much greater endurance, you can follow for longer, and get more attacks on the small scout. Plus of course when you do down it, you can immediately launch the recovery mission. Anyway, it&#039;s just a thought. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:19, 1 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Regarding shooting down a small scout in later stages: For the most part, it&#039;s just cannon fodder. Of course, assuming the scenario of getting the psi labs really late into the game, it&#039;s probably the safest way to capture an ethereal for research. One ethereal soldier and a mob of unarmed and really bad psi sponges and it&#039;ll be a fairly easy alien to tackle.  &lt;br /&gt;
&lt;br /&gt;
: It&#039;s also one of the few ships where you can guarantee that a mind probe will be present. Granted you should have obtained one early on, but if you&#039;re unlucky and never quite got it, then this is a good way to get it. Most won&#039;t care about the probe once they get the Psi Amp. &lt;br /&gt;
&lt;br /&gt;
: By the way, dual shots do result in no hits, one hit, or a double hit. I&#039;m pretty sure there&#039;s also a random damage roll applied as well, but am not sure if it&#039;s the good old 0 - 200% or 50% - 150% or if it has its own range. -[[User:NKF|NKF]] 02:31, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Further facts on the Cannon: On average, with dual cannon, you need to fire for 13.3 game seconds (6.6 volleys) before you generate enough damage to crash a Small Scout. Even absolute best case - every round hits, for maximum damage - you need to get at least 2 volleys off. &lt;br /&gt;
&lt;br /&gt;
::Good point about grabbing a lone Ethereal NKF. Maybe that should go on the main page. &lt;br /&gt;
&lt;br /&gt;
::My question about dual shots was not so much whether 0, 1 or 2 hits is possible. The question is, in the case of 2 hits, if the first hit is a &#039;crash&#039; (50-99% damage), but the second hit would increase the damage level to a kill (100%+ damage), what happens? Does the UFO fall out of the sky crashed and avoid the second missile? Or is the crashed UFO hit mid air by the second missile and destroyed? It&#039;s actually not impossible to deduce the answer by correctly predicting the expected probabilities, and then doing a large number of trials. But I&#039;m not sure I have the rigour to do the former or the patience to do the latter! &lt;br /&gt;
&lt;br /&gt;
::By the way, my understanding is that the damage function for aircraft weapons is a random 50% - 100% of the UFOPaedia-listed damage. Although I never quite got round to reflecting this in the numbers on my [[Aircraft Firepower Table]]. Cheers, [[User:Spike|Spike]] 13:22, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Update on Small Scout Hunting ===&lt;br /&gt;
&lt;br /&gt;
Just a general update on Small Scout hunting. &lt;br /&gt;
&lt;br /&gt;
Firstly we now know that because the random number generator in the game is pretty poor and very much time-based, two missiles fired at more or less the same time will generally either both hit or both miss, and will do more or less the same damage. This means the expected damage when volleying with paired Stingrays is &#039;&#039;correlated&#039;&#039; rather than &#039;&#039;independent&#039;&#039;. (For an example of what happens when you assume two events are independent when actually they are correlated, I refer the reader to the 2008 Financial Crash.) In relation to Very Small UFO Crashes, this means two Stingrays have a higher chance to destroy the Small Scout than would otherwise be expected, so a single Stingray, or ideally a single Stingray plus Cannon, is preferred if the goal is strictly to engage Small Scouts and crash them rather than destroy them. &lt;br /&gt;
&lt;br /&gt;
Now there was also discussion out there somewhere out whether it&#039;s worthwhile maintaining an entire Hangar and precious Interceptor in this basically otherwise sub-optimal configuration, just to have a shot at maybe getting half a million dollars worth of loot once a month. The answer is, probably not, so that leads  to the suggestion to use dual Stingrays anyway, because dual Stingrays is not a bad choice for engaging Small-sized UFOs (bigger than the Very Small-sized &amp;quot;Small Scout&amp;quot;, sorry if that&#039;s confusing). You will probably end up taking some Interceptor damage against the tougher Small UFOs but you stand a good chance of crashing rather than destroying Small Scouts. &lt;br /&gt;
&lt;br /&gt;
To summarise the above:&lt;br /&gt;
&lt;br /&gt;
* If you &#039;&#039;need&#039;&#039; the Small Scout, eg because you are trying to capture a lone Ethereal, run single Stingray plus Cannon&lt;br /&gt;
* If you &#039;&#039;want&#039;&#039; the Small Scout for extra cash and loot, but you need to fight the rest of the war as well, consider one or maybe even two Interceptors armed with dual Stingray rather than dual Avalanche. &lt;br /&gt;
&lt;br /&gt;
A third option emerges via the Craft Always Ready option of [[UFO Extender]]. This opens up an option to maintain Interceptors in optimum air-superiority configuration (dual Avalanches of course), but switch relatively quickly to Small Scout-crashing configuration. On detection of a Very Small target you can immediately change one or both weapons on an Interceptor and begin arming with Small Scout-friendly weapons. The key point is you don&#039;t need to wait for the weapon(s) to be fully loaded before you launch; you can launch as soon as a minimum amount of ammunition, sufficient to take down a Small Scout, has been loaded. With luck, you start the rearming cycle while the Small Scout is still on an approaching course, and launch your Interceptor as soon as the UFO is moving toward a receding course. In theory you could equip a Cannon, and be airborne with 100 rds in the Cannon in about 2 hours. But as noted above, downing Small Scouts with Cannon is a giant PITA. So instead what you want to do is equip Stingray launchers, wait as long as you can to load as many missiles as you can at the frustrating rate of 1 per hour, then launch as late as possible to do the interception. How many Stingrays you need will depend on luck and difficulty level. Probably 2 Stingrays in one launcher is enough, 90% of the time. Three Stingrays should give about 97% confidence to hit the Small Scout. All provided the Small Scout pilot dawdles around long enough to let you take all your shots. If you hit with a Stingray you have very roughly a 3/7 chance of crashing the Small Scout (and 4/7 chance of destroying it, thus invalidating all this fuss and bother of trying to crash it). &lt;br /&gt;
&lt;br /&gt;
A related fourth option, in some ways better, is to use the De-equip Crafts option of UFO Extender in combination with a standard configuration for air superiority Interceptors of one Avalanche, one Stingray. This is not optimum for air superiority but it&#039;s not terrible. What you would do for a quick-reaction response to a Very Small target is immediately De-Equip the Avalanche. You then get immediate take off with an aircraft already armed with 6 Stingrays in a single launcher. An alternative way of doing the same thing without &amp;quot;De-Equip&amp;quot; is to change the Avalanche to any other weapon (even to another Avalanche, or to any weapon and then immediately back to an Avalanche), and then take off immediately with the second weapon empty. This is achieved via the Craft Always Ready option of UFO Extender.  (And this suggests that the UFO Extender De-equip action, and also the standard game&#039;s Equip action of changing weapon types, probably should not be instantaneous but should take at least say one hour.) &lt;br /&gt;
&lt;br /&gt;
As a last gripe, it is a game design flaw that the Stingray only loads one missile per hour, same as the Avalanche, and one more thing that makes Avalanches uber-optimal and makes the (air) game less interesting. A better game design decision would have been for Stingrays to reload at 2 per hour or even 3 per hour, to make the whole Stingray weapons system equal (2/hr) or faster (3/hr) than the Avalanche weapons system its operational tempo. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:29, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just use UFOExtender&#039;s &amp;quot;True Cautious Mode&amp;quot; mode with double Stingray Interceptor. Cautious mode will shoot 1 rocket at a time. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 15:35, 7 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Old Discussion ==&lt;br /&gt;
&lt;br /&gt;
By the way I&#039;m tempted to remove the obsolete discussion below as it its conclusions are neatly summarised on the main article - any objections? [[User:Spike|Spike]] 13:23, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:The archivist in me disagrees, but I&#039;m not the only one here.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:14, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Heck, the archivist in me agrees with the archivist in you. :) [[User:Spike|Spike]] 17:15, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:The article page mentions that the Small Scout will not be placed on the map by XComUtil. Isn&#039;t the confusion solved then? Unless there is something else which needs to be worked into the text, the discussion should be removed.--[[User:Zombie|Zombie]] 17:50, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== XComUtil Ate My UFO (Old Discussion) ==&lt;br /&gt;
&lt;br /&gt;
Brunpal: In the interception window, if a UFO takes 50% or more of its total hull points in damage, it is shot down, leaving a UFO Crash Site which X-COM can raid for goodies.  X-COM gets &amp;quot;UFO Grounded&amp;quot; points for such.  UFO crash sites tend to contain damaged UFOs.  But since there&#039;s really no way to damage the Small Scout, the vessel doesn&#039;t spawn on the map.  If a UFO takes 100% or more of its HP in damage in an interception, you will get the message &amp;quot;UFO Destroyed!&amp;quot;  No crash site is spawned, and X-COM gets double the points it would&#039;ve gotten for simply crash-landing the vessel.  The part at the top refers to this discrepancy between crash landing and destruction.  Craft Armaments randomly do between 50% and 100% of their damage to a UFO on a successful hit; the Small Scout has 50 HP.  So even on a minimum damage(50), an Avalanche missile will blow a Small Scout into shrapnel.  Whereas a Stingray, Cannon, or Laser Cannon can possibly crash the Small Scout, but damages it so badly in the process that there&#039;s nothing left for X-COM to salvage; just a lone alien to hunt.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:45, 17 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Yes I understood all that previously. (Been playing for years.) It was better explained at the top of the page so the note at the bottom was superfluous as it was written. Plus technically it wasn&#039;t correct as is:&lt;br /&gt;
:*&#039;&#039;&amp;quot;If the Small Scout was shot down by an Interceptor, there will be no UFO spawned; the craft is destroyed in the crash landing.&amp;quot;&#039;&#039;&lt;br /&gt;
:1. Reference to Interceptor: Doesn&#039;t matter what kind of X-Com craft shoots it down. As written it implies it does matter what craft.&lt;br /&gt;
:2. Does matter what kind of weapon (vs craft) is used to shoot it down. Which isn&#039;t explained in the note, but is explained on the page.&lt;br /&gt;
:3. &amp;quot;Shot down&amp;quot; is a inaccurate term. It implies a crash, vs &amp;quot;destroyed&amp;quot; which doesn&#039;t imply a crash.&lt;br /&gt;
:4. As written it implied destruction was the only possible result. Highly likely, yes. I was surprised the first time I had one crash on me since I must have blown up dozens upon dozens by that time across many different games and had never had it happen.&lt;br /&gt;
:5. While I understood what it was trying to say, the entire small note ended up contradicting the body of the page.&lt;br /&gt;
:As my edit summary explained: &amp;quot;the note was better explained at the top of the page&amp;quot; but I still thought it wise to allay a player&#039;s concern that they had never been attacked by that kind of UFO. (A thought that crossed my mind the first time I saw it in game.) --[[User:Brunpal|Brunpal]] 10:53, 18 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I think I&#039;m unsure what the debate here is now.  What I am trying to explain is that if the UFO is shot down by anything(&amp;quot;Interceptor&amp;quot; is used across the wiki as a generic term for any X-COM craft that can mount a weapon, though it does correctly refer to the fighter jet) and is NOT destroyed during the interception, the crash site of the UFO will spawn a single alien and no UFO.  Is this what you understand me to be saying?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:28, 24 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::The only way that I know of to produce a &amp;quot;small scout&amp;quot; map with no actual small scout on it is to use XComUtil (which stops it appearing for who knows what reason). If you shoot one down but fail to destroy it (dual cannons are a good way to do this), you can send in your ground team and collect the craft. It&#039;ll be perfectly intact (because it has no power supply to go boom). &lt;br /&gt;
&lt;br /&gt;
:::Yes, I tested it just this minute with CE. ;) If you have different results, check that your game isn&#039;t modded then report back on your version. - [[User:Bomb Bloke|Bomb Bloke]] 03:07, 25 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I do indeed use XComUtil, with it, the game runs more stably(fewer crashes) and does not completely disrupt my screen resolution if and when it does crash and burn.  So that&#039;d be my error; apologies. [[User:Arrow Quivershaft|Arrow Quivershaft]] 06:50, 25 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:To answer your question AQ, I did &#039;&#039;&#039;not&#039;&#039;&#039; understand that you were saying the &#039;&#039;crash site of the UFO will spawn a single alien and no UFO.&#039;&#039; I don&#039;t use XComUtil (yet- will after my upgrade) but if a ground mission without a UFO is common behavior in XComUtil, then it&#039;s worth mentioning. &lt;br /&gt;
:I have never seen a mission where there was an alien but no UFO, though I thought I had at the time. There was no UFO a couple of times on a fully explored map, but after reloading the UFO was just hiding behind a building or something each time I thought it didn&#039;t exist. I could only see it by using the top down perspective and setting the view to display exteriors of structures only. This UFO is tiny and easy to miss even when you are looking for it. When it&#039;s been shot down, it&#039;s even smaller. One time the landing gear was the only thing left. That may have happened to you, maybe not, but something to keep in mind.--[[User:Brunpal|Brunpal]] 08:38, 25 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== XcomUtil 9.7 (and probably older) ==&lt;br /&gt;
Using XcomUtil 9.7 I found that it doesn&#039;t remove a Small Scout from the Battlescape as it was said in this article. Maybe, there&#039;s any flag for it, but I didn&#039;t look for it. And I don&#039;t remember if XcomUtil ever asked me about the removal during the install and setup. Maybe, this info must be corrected or tested by someone else. --[[User:Ufo.mesh|ufo.mesh]] 09:13, 30 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Are you using the latest release since Bladefirelight took over development of XComutil? It may have been fixed since the article was written. Just going by my own experience, older versions of XComutil did indeed remove the small scouts from the map. No, it never ever asked for this, it just did it. There are actually a number of other fixes and changes that the older versions did without asking the user. &lt;br /&gt;
&lt;br /&gt;
: However, I think the note about XComutil is not necessary for this article and can be removed. It&#039;s certainly an XComutil issue, but it&#039;s not a part of the game. -[[User:NKF|NKF]] 18:31, 30 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yes, I&#039;m using the latest Bladefirelight&#039;s build (v.9.7 build 442). And during my translations I came across this note and decided to check it out, because I use XcomUtil to fix some bugs. So, very small UFO exists at Battlescape.--[[User:Ufo.mesh|ufo.mesh]] 01:13, 31 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
The reason that note is on the page is because of the [[#XComUtil_Ate_My_UFO_.28Old_Discussion.29|above discussion block]] - people were getting confused as to why the scout wasn&#039;t appearing on maps.&lt;br /&gt;
&lt;br /&gt;
Blade&#039;s work began with 9.7, and a lot of it centered around making all XcomUtil features truly &amp;quot;optional&amp;quot;. Anything prior to that certainly did remove the scout (for who knows what reason). To memory, I think Blade&#039;s version might still do it in certain circumstances (certain game versions with certain map settings), but I&#039;m not sure what those are exactly. - [[User:Bomb Bloke|Bomb Bloke]] 22:47, 30 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The Small Scout tiles cause an MCD overflow problem in hybrid games (mixing UFO and TFTD terrain). -- [[User:Zaimoni|Zaimoni]] 23:51, 30 August 2010 (CDT)&lt;br /&gt;
:: I think can check this later. You maybe mean an option with randomizing UFO&#039;s floor plans?--[[User:Ufo.mesh|ufo.mesh]] 01:17, 31 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: No; this is playing UFO with TFTD terrain or vice versa. -- [[User:Zaimoni|Zaimoni]] 23:00, 31 August 2010 CDT&lt;br /&gt;
&lt;br /&gt;
: Of all the UFOs available, it has the smallest set of MCD indexes - how could it cause an overflow when the other craft do not? - [[User:Bomb Bloke|Bomb Bloke]] 02:44, 31 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;m slightly fuzzy on that, but that is what the XCOMUtil documentation paraphrases to (it may be a &amp;quot;cumulative tile count&amp;quot; thing).  In any case, the removal is completely unnecessary unless attempting a hybrid terrain game, and removing the small scout tile set is enough to prevent the overflow for hybrid terrain games. -- [[User:Zaimoni|Zaimoni]] 23:00, 31 August 2010 CDT&lt;br /&gt;
&lt;br /&gt;
== UFO-1 ==&lt;br /&gt;
It&#039;s touched on above, but is UFO-1 &#039;&#039;always&#039;&#039; a small scout? It seems to be (every game I start has a small scout at the beginning) but is there a way of proving it? -[[User:Ashley Pomeroy|Ashley Pomeroy]] 10:44, 23 April 2011 (EDT)&lt;br /&gt;
:Not always.&lt;br /&gt;
&lt;br /&gt;
:You&#039;re probably already aware of this, but the craft sizes reported by radar don&#039;t explicitly match craft types. &amp;quot;Small Scouts&amp;quot; show up on radar as &amp;quot;Very Small&amp;quot;. &amp;quot;Medium Scouts&amp;quot; come in as just &amp;quot;Small&amp;quot;. I point this out because I usually seem to get &amp;quot;Small&amp;quot; radar contacts first (which &#039;&#039;aren&#039;t&#039;&#039; small &#039;&#039;scouts&#039;&#039;), though it really is random. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 22:24, 23 April 2011 (EDT)&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Slider2k&amp;diff=53837</id>
		<title>User talk:Slider2k</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Slider2k&amp;diff=53837"/>
		<updated>2013-12-06T08:30:38Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for being interested in the Extender but if there are any problems with the file section, just let me know and I&#039;ll fix them. I want everyone to be assured that the files they download come from the source.  It eliminates confusion and possibilities that the download might be infected in some way.&lt;br /&gt;
[[User:Morgan525|Tycho]] 02:18, 6 December 2013 (EST)&lt;br /&gt;
:The reasoning is completely understandable. Feel free to revert any changes that I&#039;ve made to the file page. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 03:30, 6 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53832</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53832"/>
		<updated>2013-12-06T05:33:09Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Ver. 1.31 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 ==&lt;br /&gt;
It seems that some features/bug fixes do not work. Of those that I&#039;ve noticed:&lt;br /&gt;
* Battlescape hotkeys (although Geoscape hotkeys work fine)&lt;br /&gt;
* MC fixes (I&#039;ve lost stunned mind controlled soldiers on a successfully completed mission)&lt;br /&gt;
* Partial clips never recover neither loaded nor unloaded&lt;br /&gt;
* Music change freeze fix has no effect&lt;br /&gt;
&lt;br /&gt;
The game sometimes crashes when going into load out screen before missions. As for a feature request, it would be nice to be able to reorder soldiers in Soldiers screen too if possible. [http://slider2k.nm.ru/UFOExtender.ini Here&#039;s .ini that I use]. And a CRC32 of UFO Defense.exe: 4FADEB76 --[[User:Slider2k|Slider2k]] 04:14, 30 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;A couple of questions: Are you using 1.31.5?  What kind of processor and OS do you have? Are you running with Xcomutil or any other mods (Xcomutil and Extender&#039;s fixes for the partial clip issue are incompatible.) I ask because I can&#039;t replicate these issues.  The music change freeze was an experiment for Seb.  I haven&#039;t looked at that code.  I&#039;m not sure if it ever worked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I&#039;ve found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn&#039;t have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there&#039;s a bug now related to hotkeys and alt-tabbing in fullscreen mode. As to MC issues, I&#039;ll be able to tell when I get a chance to test them. I&#039;ll be giving further feedback in the program&#039;s [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;Hmm.. The &#039;Alien bleeding mod&#039; doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, fatal wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the &#039;&#039;&#039;apply-wound-damage&#039;&#039;&#039; routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53831</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53831"/>
		<updated>2013-12-06T05:31:49Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Ver. 1.31 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 ==&lt;br /&gt;
It seems that some features/bug fixes do not work. Of those that I&#039;ve noticed:&lt;br /&gt;
* Battlescape hotkeys (although Geoscape hotkeys work fine)&lt;br /&gt;
* MC fixes (I&#039;ve lost stunned mind controlled soldiers on a successfully completed mission)&lt;br /&gt;
* Partial clips never recover neither loaded nor unloaded&lt;br /&gt;
* Music change freeze fix has no effect&lt;br /&gt;
&lt;br /&gt;
The game sometimes crashes when going into load out screen before missions. As for a feature request, it would be nice to be able to reorder soldiers in Soldiers screen too if possible. [http://slider2k.nm.ru/UFOExtender.ini Here&#039;s .ini that I use]. And a CRC32 of UFO Defense.exe: 4FADEB76 --[[User:Slider2k|Slider2k]] 04:14, 30 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;A couple of questions: Are you using 1.31.5?  What kind of processor and OS do you have? Are you running with Xcomutil or any other mods (Xcomutil and Extender&#039;s fixes for the partial clip issue are incompatible.) I ask because I can&#039;t replicate these issues.  The music change freeze was an experiment for Seb.  I haven&#039;t looked at that code.  I&#039;m not sure if it ever worked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there are a newer version - I&#039;ve found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn&#039;t have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there&#039;s a bug now related to hotkeys and alt-tabbing in fullscreen mode. As to MC issues, I&#039;ll be able to tell when I get a chance to test them. I&#039;ll be giving further feedback in the program&#039;s [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;Hmm.. The &#039;Alien bleeding mod&#039; doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, fatal wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the &#039;&#039;&#039;apply-wound-damage&#039;&#039;&#039; routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=53830</id>
		<title>File:UFOLoader.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=53830"/>
		<updated>2013-12-06T04:33:46Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: Updated to 1.31.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;&#039;&#039;[[UFOextender|Official UFO Extender Page]]&#039;&#039;&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
This is the loader originally created by Seb75 that enhances the game, X-COM:Enemy Unknown(1994). See the [[UFOextender|UFO Extender information page]] for details on each setting in the loader&#039;s INI.&lt;br /&gt;
&lt;br /&gt;
==Version 1.31.5:==&lt;br /&gt;
&lt;br /&gt;
* Fixes a crash when a unit takes damage from fire when the Zombies Will Hatch mod is enabled.&lt;br /&gt;
* Fixes a crash when setting a manufacturing job with the Alternate Research Tree mod enabled.&lt;br /&gt;
* With the EU2012 Item Rules mod, the chance for a weapon to remain after the alien is killed has been reduced.&lt;br /&gt;
* Fixes a crash on Base Defense missions and problem with unit spawning when the aliens attack any base other than the initial one.&lt;br /&gt;
* Fixes incorrect production requirements for the laser cannon, tank/laser, and motion scanner as part of the alternate research tree mod.&lt;br /&gt;
* Lowered the delay for the slower time rates on the Geoscape Clock mod. People reported too much mouse lag with the initial settings. These changes do make the clock run faster at those settings.&lt;br /&gt;
* In the Alterernate Research Tree mod: added a synergy effect from several technologies in relation to Sectoids that will allow the soldiers&#039; Psi Strength to be known without the need for a Psi Lab.&lt;br /&gt;
* Set the proper sound for the Mind Probe when it is used.&lt;br /&gt;
* Fixed an issue with the Alien Base Exploit fix: The penalty to your score for an alien base now increases the longer the base is operational.&lt;br /&gt;
&lt;br /&gt;
* The aspect ratio now works correctly and made easier to set: Just use common ratio terminology (16:10, 16:9, 4:3, etc.)&lt;br /&gt;
* Problems with information mismatches between the Roswell mod and the Craft Ready mod have been resolved.&lt;br /&gt;
* Hotfix to correct a problem in fullscreen mode where the scale mouse mod prevented access to some areas while mouse clipping is enabled.&lt;br /&gt;
&lt;br /&gt;
New updates are released at [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/#entry122467 Strategy Core Forums-UFO Extender]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=53829</id>
		<title>File:UFOLoader.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=53829"/>
		<updated>2013-12-06T04:29:27Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: uploaded a new version of &amp;amp;quot;File:UFOLoader.zip&amp;amp;quot;: v.1.31.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;&#039;&#039;[[UFOextender|Official UFO Extender Page]]&#039;&#039;&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
This is the loader originally created by Seb75 that enhances the game, X-COM:Enemy Unknown(1994). See the [[UFOextender|UFO Extender information page]] for details on each setting in the loader&#039;s INI.&lt;br /&gt;
&lt;br /&gt;
Version 1.31:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;New fixes&amp;lt;/u&amp;gt;&lt;br /&gt;
*Fixed the crash when researching a medic&lt;br /&gt;
*Players will be taken to the base editor screen before the equip phase to manage what items are available for the soldiers in base defence missions.&lt;br /&gt;
*Appropriate walls now block fire and smoke for both propagation and explosion effects.   This also fixes the problem with a blaster bomb&#039;s explosion extending past the north and west walls of a UFO as well.&lt;br /&gt;
*Terror mission scoring focuses on civilians:  Each civilian is worth [1008 / (num of civilians spawned)].&lt;br /&gt;
*The penalty for alien bases increases the longer the base is active.&lt;br /&gt;
*Fixed the problem of throwing items indoors and under overhangs with high strength characters.&lt;br /&gt;
*Changes to UFO attacking bases and Base Defense missions:&lt;br /&gt;
**The type of ship making a base attack depends on game time.&lt;br /&gt;
**UFOs counterattack base defenses.&lt;br /&gt;
**Fusion Defense requires Blaster Bombs to be available in base stores.  Missile Defense will spend money. Laser and Plasma Defenses unchanged.&lt;br /&gt;
**Ability to bypass base defenses by right-clicking on the mouse.&lt;br /&gt;
**Players will be taken to the base editor screen before the equip phase to manage what items are available for the soldiers in base defence missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Changes to old mods or fixes&amp;lt;/u&amp;gt;&lt;br /&gt;
*Some tweaks to the Tactical AI mod to make aliens use grenades more. Some alien’s behavior in Terror missions adjusted slightly.&lt;br /&gt;
*Aliens will now stop attacking the area of a target if it is killed by the previous attack.&lt;br /&gt;
*New limits in the Heavy Laser mod for the special attacks: each attack form imparts a different &amp;quot;recharge time&amp;quot; before either of them can be used again.&lt;br /&gt;
*New addition to &amp;quot;Know Thy Enemy&amp;quot;:&lt;br /&gt;
**=1 affects how damage is applied to an alien’s health.&lt;br /&gt;
**=2 Damage range for weapons is altered: until an alien engineer can provide data on UFO weaknesses, the damage range is (0-100%). After an alien engineer provides X-com with data, the damage range for that UFO goes to 25~125%&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;New Additions&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Human Limits&#039;&#039;&#039;: Scientiests and engineers only work in twelve hours shifts. The assignment screen will assign two people per mouse click but only one space will be needed between them.&lt;br /&gt;
*&#039;&#039;&#039;Alternate Research Tree&#039;&#039;&#039;:&lt;br /&gt;
:=1&lt;br /&gt;
:*Laser cannon requires research into E-115 and UFO power to produce and E-115 is a production material.&lt;br /&gt;
:*Plasma weapons and Blaster Bombs require &amp;quot;help&amp;quot; from various alien engineers to obtain the knowledge to produce.&lt;br /&gt;
:*Hyperwave may require multiple species navigators to be interrogated in order to be finally unlocked. (depending on game difficulty)&lt;br /&gt;
:*Only a Etheral can give the required technology to unlock Psionics.&lt;br /&gt;
:*Sectoids provide other options.&lt;br /&gt;
:=2            Alternate progression for laser weapons&lt;br /&gt;
:*The first breakthrough allows the production of Heavy Lasers but damage is minimal.&lt;br /&gt;
:*Each new level researched allows a new item to be made and increases the damage for the prevous stage(s) items.&lt;br /&gt;
&lt;br /&gt;
file available at [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/#entry122467 Strategy Core Forums-UFO Extender]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53728</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53728"/>
		<updated>2013-12-04T03:32:56Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Ver. 1.31 feedback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 ==&lt;br /&gt;
It seems that some features/bug fixes do not work. Of those that I&#039;ve noticed:&lt;br /&gt;
* Battlescape hotkeys (although Geoscape hotkeys work fine)&lt;br /&gt;
* MC fixes (I&#039;ve lost stunned mind controlled soldiers on a successfully completed mission)&lt;br /&gt;
* Partial clips never recover neither loaded nor unloaded&lt;br /&gt;
* Music change freeze fix has no effect&lt;br /&gt;
&lt;br /&gt;
The game sometimes crashes when going into load out screen before missions. As for a feature request, it would be nice to be able to reorder soldiers in Soldiers screen too if possible. [http://slider2k.nm.ru/UFOExtender.ini Here&#039;s .ini that I use]. And a CRC32 of UFO Defense.exe: 4FADEB76 --[[User:Slider2k|Slider2k]] 04:14, 30 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;Hmm.. The &#039;Alien bleeding mod&#039; doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, fatal wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the &#039;&#039;&#039;apply-wound-damage&#039;&#039;&#039; routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53601</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53601"/>
		<updated>2013-12-03T04:04:06Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Ver. 1.31 feedback */  spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 feedback ==&lt;br /&gt;
It seems that some features/bug fixes do not work. Of those that I&#039;ve noticed:&lt;br /&gt;
* Battlescape hotkeys (although Geoscape hotkeys work fine)&lt;br /&gt;
* MC fixes (I&#039;ve lost stunned mind controlled soldiers on a successfully completed mission)&lt;br /&gt;
* Partial clips never recover neither loaded nor unloaded&lt;br /&gt;
* Music change freeze fix has no effect&lt;br /&gt;
&lt;br /&gt;
The game sometimes crashes when going into load out screen before missions. As for a feature request, it would be nice to be able to reorder soldiers in Soldiers screen too if possible. [http://slider2k.nm.ru/UFOExtender.ini Here&#039;s .ini that I use]. And a CRC32 of UFO Defense.exe: 4FADEB76 --[[User:Slider2k|Slider2k]] 04:14, 30 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;Hmm.. The &#039;Alien bleeding mod&#039; doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, fatal wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the &#039;&#039;&#039;apply-wound-damage&#039;&#039;&#039; routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenade&amp;diff=53536</id>
		<title>Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenade&amp;diff=53536"/>
		<updated>2013-12-02T08:36:45Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Tips */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The humble fragmentation grenade. Although useless against, say, [[Cyberdisc|Cyberdiscs]] at higher difficulty settings, it is a cheap area-effect indirect-fire weapon. It can hurt or kill several closely-grouped weakly-armored aliens at the same time. It is a thrown weapon that can clear obstacles or be thrown from behind cover. &lt;br /&gt;
&lt;br /&gt;
For a more general overview of how grenades function see [[Understanding Grenades]].&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 [[Magna-Blast Grenade]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS19.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 50 High Explosive&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]]: $300&lt;br /&gt;
*Sell Price: $240&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Timers are most commonly set to 0 (end of your turn) or 1 (end of alien turn)&lt;br /&gt;
* Throwing grenades will not trigger reaction fire from aliens not facing you&lt;br /&gt;
* Normal grenades have a high chance of a outright killing weaker aliens, particularly [[Sectoid]]s&lt;br /&gt;
* Can often be thrown from a position hidden to the aliens, completely avoiding the risk of reaction fire&lt;br /&gt;
* Can be thrown up through ceilings, exploding on floor above (HE rounds also do this) - see [[Exploiting_Collison_Detection#Throw_Through_A_Ceiling|here]].&lt;br /&gt;
* Can be thrown into diagonal walls, exploding on the far side&lt;br /&gt;
* Will explode before doors close at the end of a turn (catching aliens with doors open) [Zeno]&lt;br /&gt;
* Primed grenades will not explode in inventory when the timer runs out. It will only detonate when it&#039;s on the ground. If you fall unconscious, it will be counted as being on the ground. &lt;br /&gt;
* Throwing Grenades improve [[Throwing Accuracy]], and also [[Firing Accuracy]] when enemies are caught by explosions. All enemies (if not mind controlled) caught in the [[Explosions|blast]] will give experience toward firing accuracy, even if undamaged (i.e., their armor absorbed it) - see [[Experience]].&lt;br /&gt;
* If several explode on the same turn, the lowest, most north-east grenade will explode first [Zeno]&lt;br /&gt;
* [[Grenade Relay]] allows soldiers with more [[Time Units]] to prime grenades and throw them on to front-line soldiers with less TUs, who then only incur (pickup cost+throw cost) TUs to put the grenade on target. You actually spend more TUs overall, but the important point is that the front-line soldier (the one who suffers the most from reaction shots) will not lose 75% overall time units (plus item move costs) just to arm and throw a grenade.&lt;br /&gt;
*The last person to throw the grenade gets experience points for the hits; soldiers that only drop or pick it up do not get attribution. If no one threw it, your first unit gets the experience - which means it&#039;s wasted if your first unit is a tank or a dead soldier! (Your tanks always come before soldiers in the unit list, but enemy &amp;quot;tanks&amp;quot; such as cyberdiscs do not.)&lt;br /&gt;
*Kneeling allows you to throw grenades farther under ceilings, landing craft, doorways, etc.  Kneel to deploy smoke grenades at the base of your landing ramp on the first turn without exiting the craft.&lt;br /&gt;
*Grenades and [[Alien Grenade|Alien Grenades]] are excellent for destroying cover in farm and jungle terrain. Farm buildings, hedges, and trees that may be concealing aliens are readily destroyed with a single grenade. Another trick is to remove the roofs of buildings using an agent in a flying suit to reveal aliens on upper stories.&lt;br /&gt;
&lt;br /&gt;
== NKF&#039;s notes ==&lt;br /&gt;
&#039;&#039; [ [[User:NKF|NKF]]: Oy, this article is a bit old, and it needs to be seriously reworked and meshed seamlessly with the rest of the wiki pages.] &#039;&#039;&lt;br /&gt;
-----&lt;br /&gt;
*There&#039;s so many ways you can use grenades. I&#039;ll only be touching a small portion of what you can do with them in this post. &lt;br /&gt;
&lt;br /&gt;
*Just arming them and tossing them is the easiest way of using them. Since priming your grenades is quite time consuming (50% TUs!), pre-arming your grenade is a good idea, but it has its drawbacks. If your soldier dies or falls unconscious, the grenade will go off and wipe out equipment and your soldier. So if you want pre-armed grenades, protect that soldier! &lt;br /&gt;
&lt;br /&gt;
*Just FYI, TFTD&#039;s [[Sonic Pulser]]s are nigh indestructible, so you can have multiple explosions if you&#039;re carrying multiple pulsers. But X-COM explosives are destroyed by, rather than add to, an explosion.&lt;br /&gt;
&lt;br /&gt;
*Learn the grenade relay. This is just having one soldier in secure area arm a grenade and tossing it to a nearby comrade, who then picks it up and tosses it to the next. Repeat until you get the grenade to where you want it to be. &lt;br /&gt;
&lt;br /&gt;
*When throwing grenades, make sure that there are no obstructions above you, like the [[Skyranger]] wings, or tree tops. You can still throw them (the grenades), but not at any reasonable distance. &lt;br /&gt;
&lt;br /&gt;
*If your game hasn&#039;t got the skill caps in (i.e. pre Col. Ed. or 1.4), soldiers with more than 70 strength have a lot of trouble throwing anything, possibly because they are so strong the [[Throwing_Accuracy#Throwing_Distance|arc]] of the grenade intersects the battlescape &amp;quot;ceiling&amp;quot;. They do not make good grenadiers. Period. &lt;br /&gt;
&lt;br /&gt;
*A patched up critically injured soldier might not be able to shoot straight, but he or she can still throw grenades just as well as the next person (even though the throwing stat may have decreased). Might as well rack up plenty of experience (and a bit more firing accuracy) with grenades before hitting the month long stay in the infirmary eh? (&amp;quot;Hits&amp;quot; by grenades count toward increasing Firing Accuracy [[Experience#How Experience Points Are Applied|skill points]].)&lt;br /&gt;
&lt;br /&gt;
*Grenades, especially armed ones, are best stored in your shoulder or belt slots. The shoulders are expensive to move items into, but it&#039;s very cheap to move items from your shoulders to your hands (3 TUs). Store ammunition in your pack, as they&#039;ll still cost 15 TUs to load in a gun regardless. Keep the slots clear for your grenades. &lt;br /&gt;
&lt;br /&gt;
*Be crafty when using your grenades. Make use of their splash effect. Around corners are nice, like before going around the bend to the command room in the alien [[Supply ship|Supply Ships]]. Or maybe if you see a [[Floater]] floating at roof level but not standing on it? You can toss a grenade onto the roof, and the splash damage will get the floater. Oh, and toss them into the tile of a large terror unit. They&#039;ll receive roughly 4x more damage. Cyberdiscs and Sectopods need hi-explosives or alien grenades for the best results. [[Reaper]]s will die from a regular grenade. &lt;br /&gt;
&lt;br /&gt;
*As for quantity, bring as many as you want as long as its within the [[Managing the Item Limit|80 item limit]] and your soldiers are strong enough to carry them. I like taking plenty of regular and [[Alien Grenade]]s, maybe two or three per soldier. One [[High Explosive]] per soldier, or more if a lot of my soldiers are above 40 strength (soldiers under 30 strength do NOT get them, for obvious reasons). One [[Smoke Grenade]] for the first fellow to leave the transport. And a couple of [[Proximity Grenade]]s randomly distributed. I&#039;d take more, but the collectors edition has this funny bug that makes random and potential harmful things explode if an armed proximity mine isn&#039;t used.  &lt;br /&gt;
&lt;br /&gt;
[NKF, Oct 30, 2002, copied from forums by --[[User:JellyfishGreen|JellyfishGreen]] 08:54, 4 May 2005 (BST)]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Understanding Grenades]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grenade Relay]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alien Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[High Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Explosions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Inventory TU Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Throwing Accuracy#Throwing Distance|Throwing Distance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Field Manual: Grenade]]&amp;lt;br&amp;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>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=53524</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=53524"/>
		<updated>2013-12-02T04:04:04Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Deploying from Transport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A key part of the success or failure of any mission is the [[Initial Deployment]] phase, particularly due to X-COM pilots tendency to land right next to enemy UFOs. Rookie [[soldiers]] are probably happy to have such a short walk, at least until they get shot in the head the first step they take down the exit ramp.&lt;br /&gt;
&lt;br /&gt;
The deployment phase will significantly vary depending on your resources ([[Equipment (EU)|equipment]] and soldier [[experience]]), the tactical situation (especially the [[terrain]] and the location of the craft in relation to the [[Battlescape]] edges), and the Transporter that you are using to get to the site of the engagement. The following examples should be read as training material rather than an absolute rules to follow in most cases. &lt;br /&gt;
&lt;br /&gt;
=Deploying from Transport=&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expectancy of agents.&lt;br /&gt;
&lt;br /&gt;
The general rule of safer deployment is to not move units out of the transport on the first turn, when enemies have full TU available for reaction shooting. It&#039;s more safer to move out on the second turn after enemies have moved and spent some of their TUs. First turn can be used to deploy a smoke screen outside (and inside) the transport, and surveying the landscape through the craft&#039;s portholes (craft&#039;s walls do not block terrain revealing).&lt;br /&gt;
&lt;br /&gt;
==Tankless deployment==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_geoscape_002.png|XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun tactical 000.png|The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_001.png|The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep one eye on troops stun damage or they might pass out from smoke inhalation.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_tactical_002.png|The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her [[Auto-Cannon|AC]]-HE.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_004.png|Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_006.png|Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_tactical_008a.png|(This game is with some custom maps from [[XcomUtil]]. It adds pyramids to the desert to give the aliens some cover). About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other Sectoids didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to deploy all your agents! Leave some reserves on the transport. The diagram actually shows a pretty aggressive deployment. The number of agents deployed should be able to handle most situations. Only bring agents off the sky ranger as replacements or to fill in gaps if the deployed forces get stretched too thin.&lt;br /&gt;
&lt;br /&gt;
==Deploying with tanks==&lt;br /&gt;
[[Image:Darksun_tactical_a00.png|right|320px]]&lt;br /&gt;
Deploying with tanks is fairly similar to deploying without them. You can often skip the smoke grenade. Since tanks can&#039;t advance in skills, they are cheap to replace in relative terms (especially non-hover tanks). Most aliens (save [[Muton]]s and [[Ethereal]]s) will prefer to attack tanks over agents. So you can use them to draw fire away from agents. There are two goals when deploying tanks in the first turns. First, locate and prioritize targets close to the transport. Second, set up a screen around the transport exit to protect agents. In most cases you won&#039;t want to use the tank to attack enemies directly in order to allow agents a chance to advance. However, don&#039;t hesitate to kill aliens with the tank if there isn&#039;t a safe way to get an agent into position. Keep the tanks TU&#039;s in mind. It&#039;s best to keep about 50 in reserve to lessen enemy reaction fire. If the landing zone is very hot, withdraw the tank back to the transport and toss smokers. Note: Chryssalids seem loathe to walk up the ramp of the landing craft, so if one is visible from the back door, you can fire away at them with no retribution.&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_tactical_a01.png|The first tanks comes just onto the ramp. Then it looks left and right before going on. This will show any aliens that are right around the transport door. It also conserves TU&#039;s to prevent as much reaction fire as possible. If your tanks get blasted before you can locate the aggressors, pop smoke and see the section on tankless deployments.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_a02.png|A [[Sectoid]] is spotted. The tank stops moving.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_a03.png|Tank number two exits the transport and checks the other direction to make sure no sneaky aliens are waiting to shoot agents in the back. It then moves out past the end of the ramp to screen agents should aliens come in range. Tank number one also withdraws out of range of the [[Sectoid]] it spotted.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_tactical_a04.png|The next turn tank number one re-aquires contact with the enemy. Since the alien can see any units disembarking from the Avenger and thus reaction fire on them, the movement of the HWP will make the alien spend its remaining TUs firing at him, preventing it from reacting to the agents. &lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_a05.png|Agents are deployed out of range of the spotted enemies if possible. In this case the HWP made the alien spend its remaining TUs so the agent will be safe from harm even though he debarked within sight of the alien. Tanks are better to lose than an experienced agent. Tank number one then clears the shooting lane. &lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_a06.png|The Sectoid is killed by the agent who just disembarked.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_tactical_a07.png|The area around the transport is secure. Two more agents sprint out of the transport and don&#039;t bother to save any TU&#039;s. They take cover behind the tanks and the craft landing gear. The rest of the deployment goes just like one without tanks. Use the tanks to scout and move one to three agents out of the transport a turn until you are ready to move out.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Field Manual: Deployment]] &lt;br /&gt;
*[[Battlescape]]&lt;br /&gt;
*[[Scouting]]&lt;br /&gt;
*[[Sweeping the Battlescape]] &lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=53523</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=53523"/>
		<updated>2013-12-02T03:59:04Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Deploying from Transport */ added a good rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A key part of the success or failure of any mission is the [[Initial Deployment]] phase, particularly due to X-COM pilots tendency to land right next to enemy UFOs. Rookie [[soldiers]] are probably happy to have such a short walk, at least until they get shot in the head the first step they take down the exit ramp.&lt;br /&gt;
&lt;br /&gt;
The deployment phase will significantly vary depending on your resources ([[Equipment (EU)|equipment]] and soldier [[experience]]), the tactical situation (especially the [[terrain]] and the location of the craft in relation to the [[Battlescape]] edges), and the Transporter that you are using to get to the site of the engagement. The following examples should be read as training material rather than an absolute rules to follow in most cases. &lt;br /&gt;
&lt;br /&gt;
=Deploying from Transport=&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expectancy of agents.&lt;br /&gt;
&lt;br /&gt;
The general rule of safer deployment is to not move units out of the transport on the first turn, when enemies have full TU available for reaction shooting. It&#039;s more safer to move out on the second turn after enemies have moved and spent some of their TUs. First turn can be used to deploy a smoke screen outside (and inside) the transport, and surveying the landscape through the craft&#039;s portholes.&lt;br /&gt;
&lt;br /&gt;
==Tankless deployment==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_geoscape_002.png|XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun tactical 000.png|The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_001.png|The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep one eye on troops stun damage or they might pass out from smoke inhalation.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_tactical_002.png|The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her [[Auto-Cannon|AC]]-HE.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_004.png|Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_006.png|Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_tactical_008a.png|(This game is with some custom maps from [[XcomUtil]]. It adds pyramids to the desert to give the aliens some cover). About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other Sectoids didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to deploy all your agents! Leave some reserves on the transport. The diagram actually shows a pretty aggressive deployment. The number of agents deployed should be able to handle most situations. Only bring agents off the sky ranger as replacements or to fill in gaps if the deployed forces get stretched too thin.&lt;br /&gt;
&lt;br /&gt;
==Deploying with tanks==&lt;br /&gt;
[[Image:Darksun_tactical_a00.png|right|320px]]&lt;br /&gt;
Deploying with tanks is fairly similar to deploying without them. You can often skip the smoke grenade. Since tanks can&#039;t advance in skills, they are cheap to replace in relative terms (especially non-hover tanks). Most aliens (save [[Muton]]s and [[Ethereal]]s) will prefer to attack tanks over agents. So you can use them to draw fire away from agents. There are two goals when deploying tanks in the first turns. First, locate and prioritize targets close to the transport. Second, set up a screen around the transport exit to protect agents. In most cases you won&#039;t want to use the tank to attack enemies directly in order to allow agents a chance to advance. However, don&#039;t hesitate to kill aliens with the tank if there isn&#039;t a safe way to get an agent into position. Keep the tanks TU&#039;s in mind. It&#039;s best to keep about 50 in reserve to lessen enemy reaction fire. If the landing zone is very hot, withdraw the tank back to the transport and toss smokers. Note: Chryssalids seem loathe to walk up the ramp of the landing craft, so if one is visible from the back door, you can fire away at them with no retribution.&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_tactical_a01.png|The first tanks comes just onto the ramp. Then it looks left and right before going on. This will show any aliens that are right around the transport door. It also conserves TU&#039;s to prevent as much reaction fire as possible. If your tanks get blasted before you can locate the aggressors, pop smoke and see the section on tankless deployments.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_a02.png|A [[Sectoid]] is spotted. The tank stops moving.&lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_a03.png|Tank number two exits the transport and checks the other direction to make sure no sneaky aliens are waiting to shoot agents in the back. It then moves out past the end of the ramp to screen agents should aliens come in range. Tank number one also withdraws out of range of the [[Sectoid]] it spotted.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_tactical_a04.png|The next turn tank number one re-aquires contact with the enemy. Since the alien can see any units disembarking from the Avenger and thus reaction fire on them, the movement of the HWP will make the alien spend its remaining TUs firing at him, preventing it from reacting to the agents. &lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_a05.png|Agents are deployed out of range of the spotted enemies if possible. In this case the HWP made the alien spend its remaining TUs so the agent will be safe from harm even though he debarked within sight of the alien. Tanks are better to lose than an experienced agent. Tank number one then clears the shooting lane. &lt;br /&gt;
&lt;br /&gt;
Image:Darksun_tactical_a06.png|The Sectoid is killed by the agent who just disembarked.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;188px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Darksun_tactical_a07.png|The area around the transport is secure. Two more agents sprint out of the transport and don&#039;t bother to save any TU&#039;s. They take cover behind the tanks and the craft landing gear. The rest of the deployment goes just like one without tanks. Use the tanks to scout and move one to three agents out of the transport a turn until you are ready to move out.&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Field Manual: Deployment]] &lt;br /&gt;
*[[Battlescape]]&lt;br /&gt;
*[[Scouting]]&lt;br /&gt;
*[[Sweeping the Battlescape]] &lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53463</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53463"/>
		<updated>2013-12-01T13:58:26Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Ver. 1.31 feedback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 feedback ==&lt;br /&gt;
It seems that some features/bug fixes do not work. Of those that I&#039;ve noticed:&lt;br /&gt;
* Battlescape hotkeys (although Geoscape hotkeys work fine)&lt;br /&gt;
* MC fixes (I&#039;ve lost stunned mind controlled soldiers on a successfully completed mission)&lt;br /&gt;
* Partial clip never recover loaded or unloaded&lt;br /&gt;
* Music change freeze fix has no effect&lt;br /&gt;
&lt;br /&gt;
The game sometimes crashes when going into load out screen before missions. As for a feature request, it would be nice to be able to reorder soldiers in Soldiers screen too if possible. [http://slider2k.nm.ru/UFOExtender.ini Here&#039;s .ini that I use]. And a CRC32 of UFO Defense.exe: 4FADEB76 --[[User:Slider2k|Slider2k]] 04:14, 30 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;Hmm.. The &#039;Alien bleeding mod&#039; doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, fatal wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the &#039;&#039;&#039;apply-wound-damage&#039;&#039;&#039; routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53367</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=53367"/>
		<updated>2013-11-30T09:14:30Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: 1.31 feedback&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 feedback ==&lt;br /&gt;
It seems that some features/bug fixes do not work. Of those that I&#039;ve noticed:&lt;br /&gt;
* Battlescape hotkeys (although Geoscape hotkeys work fine)&lt;br /&gt;
* MC fixes (I&#039;ve lost stunned mind controlled soldiers on a successfully completed mission)&lt;br /&gt;
* Partial clip never recover loaded or unloaded&lt;br /&gt;
* Alien Psi Attack Fix seems not to work (not quite sure)&lt;br /&gt;
* Music change freeze fix has no effect&lt;br /&gt;
&lt;br /&gt;
The game sometimes crashes when going into load out screen before missions. As for a feature request, it would be nice to be able to reorder soldiers in Soldiers screen too if possible. [http://slider2k.nm.ru/UFOExtender.ini Here&#039;s .ini that I use]. And a CRC32 of UFO Defense.exe: 4FADEB76 --[[User:Slider2k|Slider2k]] 04:14, 30 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;Hmm.. The &#039;Alien bleeding mod&#039; doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, fatal wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the &#039;&#039;&#039;apply-wound-damage&#039;&#039;&#039; routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaction_fire_triggers&amp;diff=53309</id>
		<title>Reaction fire triggers</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaction_fire_triggers&amp;diff=53309"/>
		<updated>2013-11-29T11:18:29Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* Mutual Surprise */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Reaction fire]] can be triggered through a variety of actions. There are also some actions that do not trigger or immediately trigger reaction fire. The following is a list of what actions will and will not trigger reaction fire. This list is not extensive and may contain some duplication. &lt;br /&gt;
&lt;br /&gt;
Note, all of these assume that the requirements for a Reaction shot are met by the defending side. Also while the lists are primarily focused on the X-COM side, many of the conditions apply to the aliens as well. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ Triggered while alien facing towards you&lt;br /&gt;
|-&lt;br /&gt;
! width = &amp;quot;30%&amp;quot; |Action &lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| Firing any weapon&lt;br /&gt;
| Hit or miss, the alien will react if it survives. Note that line of sight calculations are done after the attack. Therefore if you fire an explosive round and the resulting smoke cloud is dense enough to obscure you from the alien&#039;s vision, it will not be able to react.&lt;br /&gt;
|- &lt;br /&gt;
| Any walking/flying movement&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| Kneeling or standing&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| Using a lift&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Throwing any object&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ Triggered while alien facing away from you&lt;br /&gt;
|-&lt;br /&gt;
! width = &amp;quot;30%&amp;quot; |Action &lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|Hitting an alien &lt;br /&gt;
| The alien will spin around and return fire&lt;br /&gt;
|- &lt;br /&gt;
|Hitting an alien with indirect fire &lt;br /&gt;
|From HE or Stun rounds, or even triggering a [[Proximity Grenade]] within range&lt;br /&gt;
|- &lt;br /&gt;
|Using a melee weapon &lt;br /&gt;
| Melee attacks do not immediately trigger a reaction shot but the alien will be &amp;quot;alerted&amp;quot; to its attacker. The alien will only react if the soldier then performs any other action that will trigger a reaction shot such as walking or shooting. This means a soldier can safely attack an alien repeatedly with a Stun Rod, but if the soldier then walks away the alien will immediately turn around and shoot.  If a different soldier hits the alien with a Stun Rod, the alien&#039;s focus will shift to that soldier. The first soldier can then safely walk away.  &lt;br /&gt;
|- &lt;br /&gt;
|Hitting an alien from beyond visual range&lt;br /&gt;
| Similar to the melee attack, the alien will be &amp;quot;alerted&amp;quot;, but will not spin around and fire. If the last person to shoot and hit the alien walks into its visual range on the same turn, the alien will immediately turn and fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|+ Never triggers reaction shot&lt;br /&gt;
|-&lt;br /&gt;
! width = &amp;quot;30%&amp;quot; |Action &lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
| Turning in place&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Firing beyond the alien&#039;s visual range&lt;br /&gt;
| If the shot hits, the alien will be &#039;alerted&#039; and will react if the soldier comes within its visual range. If the shot misses, nothing happens. &lt;br /&gt;
|- &lt;br /&gt;
| Firing at a [[Celatid]] / [[Deep One]] from beyond its range &lt;br /&gt;
| 8+ squares indoors (roof immediately overhead) or 17+ squares outdoors is safe (this is due to the arcing fire trajectory)&lt;br /&gt;
|- &lt;br /&gt;
| Moving out of an alien&#039;s [[line of sight]] &lt;br /&gt;
| Any movement or kneeling action that immediately obscures a soldier from the alien&#039;s sight. Such as stepping behind a wall or taking a step backwards into a smoke cloud. &lt;br /&gt;
|- &lt;br /&gt;
|Priming a grenade&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Hitting an alien not facing you with [[incendiary]] rounds. &lt;br /&gt;
| Directly or indirectly. Due to the quirky nature of incendiary attacks, combined with the [[Incendiary#Quirks|IC explosions causing damage to all units in fire quirk]] can be very powerful.&lt;br /&gt;
|- &lt;br /&gt;
| Any action on the inventory screen &lt;br /&gt;
| Moving, dropping or picking up objects; loading or unloading a weapon&lt;br /&gt;
|- &lt;br /&gt;
| Using tools &lt;br /&gt;
| Includes: (UFO) Medi-Kit, Mind Probe, Motion Scanner &amp;amp; Psi-Amp. (TFTD) Medi-Kit, M.C. Reader, Particle Disturbance Sensor, M.C. Disrupter. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you have used up several [[Time Units]] performing the above &amp;quot;safe&amp;quot; actions and then perform a reaction-triggering action, an alien with sufficient TUs will be able to make several &amp;quot;stored up&amp;quot; reaction shots against you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mutual Surprise == &lt;br /&gt;
&amp;lt;div id=&amp;quot;mutual_surprise&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutual surprise:&#039;&#039;&#039;&lt;br /&gt;
** If a unit sees an alien at the same instant as it moves into an alien&#039;s [[line of sight]], the alien(s) won&#039;t fire, even if a unit has no TUs left. The alien spotted doesn&#039;t even have to be the alien that spots the unit -- unit can walk through a door and see an alien ahead, which will prevent unseen aliens to the side from attacking.&lt;br /&gt;
** To try to take advantage of this and spot aliens as you round a corner, you should (if possible) approach it at least one space away from the corner and come around at a diagonal.  However, there can be a number of &amp;quot;[[Line of sight#Blind spots around corners|blind spots]]&amp;quot; near corners/doors/windows, where aliens can see and fire upon you but you can&#039;t see them, even if you&#039;re facing them.&lt;br /&gt;
** The &amp;quot;mutual surprise&amp;quot; rule seems to only apply when a unit &#039;&#039;walks&#039;&#039; (or flies) into an alien&#039;s line of sight: if a unit spots an alien by destroying terrain, or by killing an alien (uncovering another behind it), the newly-revealed alien will try to reaction fire at a unit if facing the unit. An alien will also try to reaction fire at a unit that stands from a formerly-concealed position facing an alien.&lt;br /&gt;
** The mutual surprise rule also does not apply if you move into an alien&#039;s field of vision via vertical movement, by using a lift or a [[Flying Suit]].  Even if you are facing the alien, you will get shot at as you move up or down into its line of sight.&lt;br /&gt;
** &#039;&#039;&#039;Aliens also benefit from mutual surprise.&#039;&#039;&#039; However, an X-COM unit being tracked by aliens&#039; &amp;quot;intelligence&amp;quot;&amp;lt;sup&amp;gt;[&#039;&#039;needs clarification&#039;&#039;]&amp;lt;/sup&amp;gt; is already visible, thus cannot trigger the not-visible to visible transition that allows mutual surprise.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=53120</id>
		<title>Destroying Terrain</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=53120"/>
		<updated>2013-11-28T10:02:13Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* UFO structures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most terrain features found on the battlescape can, with sufficient firepower, be destroyed.  UFO outer hulls can be breached with a [[Blaster Bomb]], inner UFO hulls can sometimes be breached by a [[Heavy Plasma]], and weaker structures can be destroyed by more conventional weaponry, such as [[Grenade]]s or sometimes even [[Rifle]]s.  &lt;br /&gt;
&lt;br /&gt;
Being able to clear terrain in this manner is of great value.  Aliens can lurk behind a wide variety of structures, ready to ambush you the second you enter their sight.  Destroying terrain flushes the aliens out into the open, where they can be engaged far more safely.  Entering rooms via breached walls is also usually far safer than coming in through an existing door &amp;amp;mdash; a common ambush point.&lt;br /&gt;
&lt;br /&gt;
== Damage vs. terrain ==&lt;br /&gt;
&lt;br /&gt;
The general rule is that explosions will do a fixed 50% of their rated damage to a terrain feature, and projectile/beam weapons will do between 25% and 75% of their rated damage.  The 50% damage for explosions is at the center of the explosion; damage will decrease by a constant amount the further away from the center you go. For more information on explosions in general, see [[Explosions]].&lt;br /&gt;
&lt;br /&gt;
If the damage dealt is equal or higher than the terrain&#039;s damage rating (or &amp;quot;armor&amp;quot;), the terrain will be damaged or even destroyed.  If the damage is less than the terrain&#039;s damage rating, the terrain will be completely unharmed.  See [[Explosions#Tile Characteristics]] for a table detailing several terrain types and their damage ratings.&lt;br /&gt;
&lt;br /&gt;
== UFO walls ==&lt;br /&gt;
&lt;br /&gt;
The outer hull of a UFO has a damage rating of 100 points: as a result of this, only Blaster Bombs (Damage = 200) can breach them.  Inner hulls and doors have a damage rating of 80 points.  Heavy Plasmas, with a base damage of 115, can do between 28 and 86 points of damage to terrain.  (86 - 79) = 7 values out of a range of (86 - 28) = 58 possible values (7 / 58) is 0.1206, which would mean Heavy Plasma shots will breach inner UFO walls 12.06% of the time.  (Initial testing suggests this figure is must be correct: 250 Heavy Plasma shots breached 32 inner walls, for an average of 12.8%.)  Expressed a different way, it should take an average of 8.29 Heavy Plasma shots to breach a UFO wall; three shots (one auto shot) have only a 32% chance of creating a breach. A full clip (35 shots) has a 1.11% chance of failing to break through.&lt;br /&gt;
&lt;br /&gt;
[[Tank/Laser Cannon]] and [[Hovertank/Plasma]] both have a base damage of 110, which translates to a range of 27 to 82 against terrain objects.  (3 / 55) is 0.0545, so these tanks should be able to breach inner UFO walls 5.45% of the time.  It should take an average of 18.33 shots to breach a wall with either of these weapons.&lt;br /&gt;
&lt;br /&gt;
The [[Hovertank/Launcher]]&#039;s fusion ball munition has an explosive damage of 140.  50% of 140 is 70, which means a Launcher tank can never breach inner UFO walls, although they can breach &amp;quot;[[#vulnerable walls|vulnerable walls]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Security walls ===&lt;br /&gt;
&lt;br /&gt;
Certain inner UFO walls and doors are more durable than the average inner wall.  These so-called &amp;quot;security walls&amp;quot; have a damage rating of 100, like UFO outer walls, and can only be breached with the use of a Blaster Bomb.  Security walls have a smooth, unsegmented appearance, with several bands running along the top.  Security doors are darker than normal UFO doors and do not have a line running down their centers.  The upper level of [[Battleship]]s are constructed solely with security walls, although security doors are only used to enclose the central lift.  See image below.&lt;br /&gt;
&lt;br /&gt;
[[Image:UFO_160MAP-L3.JPG]]&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable walls ===&lt;br /&gt;
&lt;br /&gt;
A few wall types in UFOs are far easier to breach than normal inner walls.  Most UFO navigation rooms (i.e., the bridge) have a few walls sporting a green and black computer display (see image above).  These walls have a damage rating of 70 (versus 80 for normal inner walls) and can be more easily breached by a Heavy Plasma.  They can even be breached by a direct hit from a Launcher tank&#039;s Fusion Ball.&lt;br /&gt;
&lt;br /&gt;
Weaker still (60 damage) are the orange or blue flashing [[Alien Entertainment]] walls found in certain areas.  The outer northern and western walls of alien base command centers are constructed of these walls (see image below), and are easy to breach &amp;amp;mdash; making for a safer entry point than the doors on the western face.  Furthermore, on the northern side of the inner wall, there is a single computer panel wall which is easy to breach (all the other sections are &amp;quot;security walls&amp;quot; and can only be breached by a Blaster Bomb).&lt;br /&gt;
&lt;br /&gt;
[[Image:UBASE 00MAP-L1.JPG]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UFO floors ===&lt;br /&gt;
&lt;br /&gt;
Like walls, floor tiles can be breached.  Normal metal UFO floors have a damage rating of 80, but cannot be bypassed until they are fully destroyed.  This requires two shots at a minimum: one to damage the floor, and another to destroy it.  A damaged UFO floor has a damage rating of only 50, so it is not terribly hard to fully breach a UFO floor.&lt;br /&gt;
&lt;br /&gt;
Breaching floors is useful in much the same way as breaching walls is: it allows your soldiers an alternative and often safer entry point into a room which may contain several aliens.  Floors both above and below your soldiers can be breached.  To shoot the floor above you (in essence, the ceiling), you must aim at a point on the level above you.  &lt;br /&gt;
To shoot at the floor of your current level, just shoot at a square not bordered by any walls (or else the walls will be shot at instead of the floor).  Naturally, soldiers in Flying Suits are needed to take fullest advantage of a hole in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Shooting through the ceiling may be of greatest use when storming an alien base command center.  The command center&#039;s purple floors are weaker than the metal variety (50 intact/65 damaged &amp;amp;mdash; Heavy Plasma works well), and if you pick the right location, you can come up hidden behind an object.  You may also be able to see and attack aliens on the upper floor once the ceiling is shot out, which is a much less risky approach than taking the lift up blindly into their midst.&lt;br /&gt;
&lt;br /&gt;
== Breaching walls and line of sight ==&lt;br /&gt;
&lt;br /&gt;
If you shoot through a wall (or ceiling) and find yourself facing an alien, the alien will often return fire as soon as it sees you.  To minimize this danger, it is best to shoot at walls from an oblique angle, keeping the shooter out of the aliens&#039; line of sight.  Return fire will only be directed at the shooter (if visible); other units standing in front of the breach will not be fired upon until they act, allowing you to get in the first shot at any aliens you discover on the other side.&lt;br /&gt;
&lt;br /&gt;
== Terrain structures ==&lt;br /&gt;
&lt;br /&gt;
These figures were researched using the [[MCD#MCD_Editor|MCDEdit]] program.&lt;br /&gt;
&lt;br /&gt;
Many structures found in one terrain set will be used by another terrain set, with identical properties.  For instance, UFOs and Alien Bases contain a large number of common items.&lt;br /&gt;
&lt;br /&gt;
=== UFO structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Outer Wall/Door/Ceiling || 100&lt;br /&gt;
|-&lt;br /&gt;
| Inner Wall/Door || 80&lt;br /&gt;
|-&lt;br /&gt;
| Security Wall/Door || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO Power Source]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
| Blue Chair || 60&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Console (wall) || 40&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Round Fuel Pod || 20&lt;br /&gt;
|-&lt;br /&gt;
| Oblong Fuel Pod || 30&lt;br /&gt;
|-&lt;br /&gt;
| Flashing Wall (Alien Entertainment) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Pulsing Globe || 20&lt;br /&gt;
|-&lt;br /&gt;
| Green on Black Computer Panel || 70&lt;br /&gt;
|-&lt;br /&gt;
| Intact Metal Floor || 80&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Metal Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Intact Purple Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Purple Floor || 65&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; UFO Power Source contains [[Elerium-115]] inside, which receives full blast damage. See [[Explosion#Object_Destruction]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM Craft structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| All surfaces || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;X-COM craft are meant to be indestructible (thank goodness!)... but see [[Explosions#Mile-High_Madness]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alien base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Dirt Wall (surface) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Metal Wall || 80&lt;br /&gt;
|- &lt;br /&gt;
| Windowed Wall || 100&lt;br /&gt;
|-&lt;br /&gt;
| Display Cases || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4-space Vats || 60&lt;br /&gt;
|-&lt;br /&gt;
| 1-space Vats || 30&lt;br /&gt;
|-&lt;br /&gt;
| Command Center Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Alien Plants || 5-40*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Green ones are 5-14, more colorful ones 20-40 depending on size&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wall || 80&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Door || 50&lt;br /&gt;
|-&lt;br /&gt;
| Hangar/Access Lift/General Stores Door || 75&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Drum || 12&lt;br /&gt;
|-&lt;br /&gt;
| Missile || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farm structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wooden Wall || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Door || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Brick Wall || 25 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(lower) || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(upper) || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Wheat || 6 &lt;br /&gt;
|-&lt;br /&gt;
| Hay Bale || 4&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || 8 &lt;br /&gt;
|-&lt;br /&gt;
| Vegetables || 10 &lt;br /&gt;
|-&lt;br /&gt;
| Apple Tree || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Normal Tree || 22 &lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 15 &lt;br /&gt;
|-&lt;br /&gt;
| Stone Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Fence || 11 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Trees/Logs (various) || 13-18&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 24&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 18&lt;br /&gt;
|-&lt;br /&gt;
| Bushes || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hill || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Grey Brick Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| White Wood Wall || 14&lt;br /&gt;
|-&lt;br /&gt;
| White/Blue Doors || 12&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Inner Walls || 25&lt;br /&gt;
|-&lt;br /&gt;
| Beige Warehouse Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Crates || 20&lt;br /&gt;
|-&lt;br /&gt;
| Stairway || 25&lt;br /&gt;
|-&lt;br /&gt;
| Green Door || 30&lt;br /&gt;
|-&lt;br /&gt;
| Smooth Grey Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Glass Door || 15&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Retail Objects || 5-16&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Furniture || 4-22&lt;br /&gt;
|-&lt;br /&gt;
| White Picket Fence || 8&lt;br /&gt;
|-&lt;br /&gt;
| Grey Metal Fence || 20&lt;br /&gt;
|-&lt;br /&gt;
| Brown Wood Wall || 11&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 8&lt;br /&gt;
|-&lt;br /&gt;
| Fruit Tree || 20&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (incl. Planter) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Pillar || 35&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Pump || 18&lt;br /&gt;
|-&lt;br /&gt;
| Light Post || 20&lt;br /&gt;
|-&lt;br /&gt;
| Garbage Can || 15&lt;br /&gt;
|-&lt;br /&gt;
| Red Post Box || 14&lt;br /&gt;
|-&lt;br /&gt;
| Hydrant || 30&lt;br /&gt;
|-&lt;br /&gt;
| Phone Booth || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polar structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| All Surfaces || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Cacti || 15-20&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 16&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 24&lt;br /&gt;
|-&lt;br /&gt;
| Hills (dunes) || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Jungle structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Small Trees || 12-20&lt;br /&gt;
|-&lt;br /&gt;
| Small Ferns/Fronds || 5-12&lt;br /&gt;
|-&lt;br /&gt;
| Large Ferns/Fronds || 16-20&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 25-26&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (fronds) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 20-30&lt;br /&gt;
|-&lt;br /&gt;
| Hills || 30-50&lt;br /&gt;
|-&lt;br /&gt;
| Trunks/Logs || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cydonia structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 40-80&lt;br /&gt;
|-&lt;br /&gt;
| Small Crater || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large Crater || 70&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid || 70-80&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid Windows || 60&lt;br /&gt;
|-&lt;br /&gt;
| Brain || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon damage ranges ==&lt;br /&gt;
&lt;br /&gt;
=== Projectile/energy weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage).  Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Width=200px | Pistol || 6.5 - 19.5&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 7.5 - 22.5&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon-AP || 10.5 - 31.5&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11.5 - 34.5&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Pistol || 13 - 39&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-AP || 14 - 42&lt;br /&gt;
|-&lt;br /&gt;
| Laser Rifle || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| HWP Cannon || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Rifle || 20 - 60&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Laser || 21.25 - 63.75&lt;br /&gt;
|-&lt;br /&gt;
| HWP Laser or Plasma || 27.5 - 82.5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma || 28.75 - 86.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
Damage listed is for center of explosion, decreasing with distance.  Damage range vs. living creatures is between one to three times these values.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | Autocannon-HE || 22&lt;br /&gt;
|-&lt;br /&gt;
| Grenade || 25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-HE || 26              &lt;br /&gt;
|-&lt;br /&gt;
| Proximity Grenade || 35&lt;br /&gt;
|-&lt;br /&gt;
| Small Rocket || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| HWP Rocket || 42.5&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenade || 45&lt;br /&gt;
|-&lt;br /&gt;
| Large Rocket || 50&lt;br /&gt;
|-&lt;br /&gt;
| High Explosive || 55&lt;br /&gt;
|-&lt;br /&gt;
| HWP Fusion Bomb || 70&lt;br /&gt;
|- &lt;br /&gt;
| Blaster Bomb || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Built-in alien weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage). Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
Note that the damage range of Celatids&#039; attack is great enough that it can penetrate a UFO outer hull 7.14% of the time.  However, due to the grenade-style aiming of the attack, it cannot be aimed directly at walls &amp;amp;mdash; just squares.  In practice, diagonal and &amp;quot;rear&amp;quot; UFO walls can sometimes be targeted, especially on the second floor (see [[Explosions#When Is a Wall not a Wall]]).  UFO roofs can also be targeted.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs can penetrate UFO inner walls approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | [[Celatid]] || 35 - 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberdisc]] || 32.5 - 97.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Sectopod]] || 25 - 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Terrain]]&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=53119</id>
		<title>Destroying Terrain</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=53119"/>
		<updated>2013-11-28T09:58:58Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: /* UFO walls */ small math fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most terrain features found on the battlescape can, with sufficient firepower, be destroyed.  UFO outer hulls can be breached with a [[Blaster Bomb]], inner UFO hulls can sometimes be breached by a [[Heavy Plasma]], and weaker structures can be destroyed by more conventional weaponry, such as [[Grenade]]s or sometimes even [[Rifle]]s.  &lt;br /&gt;
&lt;br /&gt;
Being able to clear terrain in this manner is of great value.  Aliens can lurk behind a wide variety of structures, ready to ambush you the second you enter their sight.  Destroying terrain flushes the aliens out into the open, where they can be engaged far more safely.  Entering rooms via breached walls is also usually far safer than coming in through an existing door &amp;amp;mdash; a common ambush point.&lt;br /&gt;
&lt;br /&gt;
== Damage vs. terrain ==&lt;br /&gt;
&lt;br /&gt;
The general rule is that explosions will do a fixed 50% of their rated damage to a terrain feature, and projectile/beam weapons will do between 25% and 75% of their rated damage.  The 50% damage for explosions is at the center of the explosion; damage will decrease by a constant amount the further away from the center you go. For more information on explosions in general, see [[Explosions]].&lt;br /&gt;
&lt;br /&gt;
If the damage dealt is equal or higher than the terrain&#039;s damage rating (or &amp;quot;armor&amp;quot;), the terrain will be damaged or even destroyed.  If the damage is less than the terrain&#039;s damage rating, the terrain will be completely unharmed.  See [[Explosions#Tile Characteristics]] for a table detailing several terrain types and their damage ratings.&lt;br /&gt;
&lt;br /&gt;
== UFO walls ==&lt;br /&gt;
&lt;br /&gt;
The outer hull of a UFO has a damage rating of 100 points: as a result of this, only Blaster Bombs (Damage = 200) can breach them.  Inner hulls and doors have a damage rating of 80 points.  Heavy Plasmas, with a base damage of 115, can do between 28 and 86 points of damage to terrain.  (86 - 79) = 7 values out of a range of (86 - 28) = 58 possible values (7 / 58) is 0.1206, which would mean Heavy Plasma shots will breach inner UFO walls 12.06% of the time.  (Initial testing suggests this figure is must be correct: 250 Heavy Plasma shots breached 32 inner walls, for an average of 12.8%.)  Expressed a different way, it should take an average of 8.29 Heavy Plasma shots to breach a UFO wall; three shots (one auto shot) have only a 32% chance of creating a breach. A full clip (35 shots) has a 1.11% chance of failing to break through.&lt;br /&gt;
&lt;br /&gt;
[[Tank/Laser Cannon]] and [[Hovertank/Plasma]] both have a base damage of 110, which translates to a range of 27 to 82 against terrain objects.  (3 / 55) is 0.0545, so these tanks should be able to breach inner UFO walls 5.45% of the time.  It should take an average of 18.33 shots to breach a wall with either of these weapons.&lt;br /&gt;
&lt;br /&gt;
The [[Hovertank/Launcher]]&#039;s fusion ball munition has an explosive damage of 140.  50% of 140 is 70, which means a Launcher tank can never breach inner UFO walls, although they can breach &amp;quot;[[#vulnerable walls|vulnerable walls]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Security walls ===&lt;br /&gt;
&lt;br /&gt;
Certain inner UFO walls and doors are more durable than the average inner wall.  These so-called &amp;quot;security walls&amp;quot; have a damage rating of 100, like UFO outer walls, and can only be breached with the use of a Blaster Bomb.  Security walls have a smooth, unsegmented appearance, with several bands running along the top.  Security doors are darker than normal UFO doors and do not have a line running down their centers.  The upper level of [[Battleship]]s are constructed solely with security walls, although security doors are only used to enclose the central lift.  See image below.&lt;br /&gt;
&lt;br /&gt;
[[Image:UFO_160MAP-L3.JPG]]&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable walls ===&lt;br /&gt;
&lt;br /&gt;
A few wall types in UFOs are far easier to breach than normal inner walls.  Most UFO navigation rooms (i.e., the bridge) have a few walls sporting a green and black computer display (see image above).  These walls have a damage rating of 70 (versus 80 for normal inner walls) and can be more easily breached by a Heavy Plasma.  They can even be breached by a direct hit from a Launcher tank&#039;s Fusion Ball.&lt;br /&gt;
&lt;br /&gt;
Weaker still (60 damage) are the orange or blue flashing [[Alien Entertainment]] walls found in certain areas.  The outer northern and western walls of alien base command centers are constructed of these walls (see image below), and are easy to breach &amp;amp;mdash; making for a safer entry point than the doors on the western face.  Furthermore, on the northern side of the inner wall, there is a single computer panel wall which is easy to breach (all the other sections are &amp;quot;security walls&amp;quot; and can only be breached by a Blaster Bomb).&lt;br /&gt;
&lt;br /&gt;
[[Image:UBASE 00MAP-L1.JPG]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UFO floors ===&lt;br /&gt;
&lt;br /&gt;
Like walls, floor tiles can be breached.  Normal metal UFO floors have a damage rating of 80, but cannot be bypassed until they are fully destroyed.  This requires two shots at a minimum: one to damage the floor, and another to destroy it.  A damaged UFO floor has a damage rating of only 50, so it is not terribly hard to fully breach a UFO floor.&lt;br /&gt;
&lt;br /&gt;
Breaching floors is useful in much the same way as breaching walls is: it allows your soldiers an alternative and often safer entry point into a room which may contain several aliens.  Floors both above and below your soldiers can be breached.  To shoot the floor above you (in essence, the ceiling), you must aim at a point on the level above you.  &lt;br /&gt;
To shoot at the floor of your current level, just shoot at a square not bordered by any walls (or else the walls will be shot at instead of the floor).  Naturally, soldiers in Flying Suits are needed to take fullest advantage of a hole in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Shooting through the ceiling may be of greatest use when storming an alien base command center.  The command center&#039;s purple floors are weaker than the metal variety (50 intact/65 damaged &amp;amp;mdash; Heavy Plasma works well), and if you pick the right location, you can come up hidden behind an object.  You may also be able to see and attack aliens on the upper floor once the ceiling is shot out, which is a much less risky approach than taking the lift up blindly into their midst.&lt;br /&gt;
&lt;br /&gt;
== Breaching walls and line of sight ==&lt;br /&gt;
&lt;br /&gt;
If you shoot through a wall (or ceiling) and find yourself facing an alien, the alien will often return fire as soon as it sees you.  To minimize this danger, it is best to shoot at walls from an oblique angle, keeping the shooter out of the aliens&#039; line of sight.  Return fire will only be directed at the shooter (if visible); other units standing in front of the breach will not be fired upon until they act, allowing you to get in the first shot at any aliens you discover on the other side.&lt;br /&gt;
&lt;br /&gt;
== Terrain structures ==&lt;br /&gt;
&lt;br /&gt;
These figures were researched using the [[MCD#MCD_Editor|MCDEdit]] program.&lt;br /&gt;
&lt;br /&gt;
Many structures found in one terrain set will be used by another terrain set, with identical properties.  For instance, UFOs and Alien Bases contain a large number of common items.&lt;br /&gt;
&lt;br /&gt;
=== UFO structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Outer Wall/Door/Ceiling || 100&lt;br /&gt;
|-&lt;br /&gt;
| Inner Wall/Door || 80&lt;br /&gt;
|-&lt;br /&gt;
| Security Wall/Door || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO Power Source]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
| Blue Chair || 60&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Console (wall) || 40&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Round Fuel Pod || 20&lt;br /&gt;
|-&lt;br /&gt;
| Oblong Fuel Pod || 30&lt;br /&gt;
|-&lt;br /&gt;
| Flashing Wall (Alien Entertainment) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Pulsing Globe || 20&lt;br /&gt;
|-&lt;br /&gt;
| Green on Black Computer Panel || 70&lt;br /&gt;
|-&lt;br /&gt;
| Intact Metal Floor || 80&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Metal Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Intact Purple Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Purple Floor || 65&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; UFO Power Source contains [[Elerium-115]] inside, which receives full explosion damage. See [[Explosion#Object_Destruction]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM Craft structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| All surfaces || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;X-COM craft are meant to be indestructible (thank goodness!)... but see [[Explosions#Mile-High_Madness]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alien base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Dirt Wall (surface) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Metal Wall || 80&lt;br /&gt;
|- &lt;br /&gt;
| Windowed Wall || 100&lt;br /&gt;
|-&lt;br /&gt;
| Display Cases || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4-space Vats || 60&lt;br /&gt;
|-&lt;br /&gt;
| 1-space Vats || 30&lt;br /&gt;
|-&lt;br /&gt;
| Command Center Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Alien Plants || 5-40*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Green ones are 5-14, more colorful ones 20-40 depending on size&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wall || 80&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Door || 50&lt;br /&gt;
|-&lt;br /&gt;
| Hangar/Access Lift/General Stores Door || 75&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Drum || 12&lt;br /&gt;
|-&lt;br /&gt;
| Missile || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farm structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wooden Wall || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Door || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Brick Wall || 25 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(lower) || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(upper) || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Wheat || 6 &lt;br /&gt;
|-&lt;br /&gt;
| Hay Bale || 4&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || 8 &lt;br /&gt;
|-&lt;br /&gt;
| Vegetables || 10 &lt;br /&gt;
|-&lt;br /&gt;
| Apple Tree || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Normal Tree || 22 &lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 15 &lt;br /&gt;
|-&lt;br /&gt;
| Stone Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Fence || 11 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Trees/Logs (various) || 13-18&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 24&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 18&lt;br /&gt;
|-&lt;br /&gt;
| Bushes || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hill || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Grey Brick Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| White Wood Wall || 14&lt;br /&gt;
|-&lt;br /&gt;
| White/Blue Doors || 12&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Inner Walls || 25&lt;br /&gt;
|-&lt;br /&gt;
| Beige Warehouse Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Crates || 20&lt;br /&gt;
|-&lt;br /&gt;
| Stairway || 25&lt;br /&gt;
|-&lt;br /&gt;
| Green Door || 30&lt;br /&gt;
|-&lt;br /&gt;
| Smooth Grey Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Glass Door || 15&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Retail Objects || 5-16&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Furniture || 4-22&lt;br /&gt;
|-&lt;br /&gt;
| White Picket Fence || 8&lt;br /&gt;
|-&lt;br /&gt;
| Grey Metal Fence || 20&lt;br /&gt;
|-&lt;br /&gt;
| Brown Wood Wall || 11&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 8&lt;br /&gt;
|-&lt;br /&gt;
| Fruit Tree || 20&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (incl. Planter) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Pillar || 35&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Pump || 18&lt;br /&gt;
|-&lt;br /&gt;
| Light Post || 20&lt;br /&gt;
|-&lt;br /&gt;
| Garbage Can || 15&lt;br /&gt;
|-&lt;br /&gt;
| Red Post Box || 14&lt;br /&gt;
|-&lt;br /&gt;
| Hydrant || 30&lt;br /&gt;
|-&lt;br /&gt;
| Phone Booth || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polar structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| All Surfaces || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Cacti || 15-20&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 16&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 24&lt;br /&gt;
|-&lt;br /&gt;
| Hills (dunes) || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Jungle structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Small Trees || 12-20&lt;br /&gt;
|-&lt;br /&gt;
| Small Ferns/Fronds || 5-12&lt;br /&gt;
|-&lt;br /&gt;
| Large Ferns/Fronds || 16-20&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 25-26&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (fronds) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 20-30&lt;br /&gt;
|-&lt;br /&gt;
| Hills || 30-50&lt;br /&gt;
|-&lt;br /&gt;
| Trunks/Logs || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cydonia structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 40-80&lt;br /&gt;
|-&lt;br /&gt;
| Small Crater || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large Crater || 70&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid || 70-80&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid Windows || 60&lt;br /&gt;
|-&lt;br /&gt;
| Brain || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon damage ranges ==&lt;br /&gt;
&lt;br /&gt;
=== Projectile/energy weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage).  Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Width=200px | Pistol || 6.5 - 19.5&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 7.5 - 22.5&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon-AP || 10.5 - 31.5&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11.5 - 34.5&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Pistol || 13 - 39&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-AP || 14 - 42&lt;br /&gt;
|-&lt;br /&gt;
| Laser Rifle || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| HWP Cannon || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Rifle || 20 - 60&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Laser || 21.25 - 63.75&lt;br /&gt;
|-&lt;br /&gt;
| HWP Laser or Plasma || 27.5 - 82.5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma || 28.75 - 86.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
Damage listed is for center of explosion, decreasing with distance.  Damage range vs. living creatures is between one to three times these values.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | Autocannon-HE || 22&lt;br /&gt;
|-&lt;br /&gt;
| Grenade || 25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-HE || 26              &lt;br /&gt;
|-&lt;br /&gt;
| Proximity Grenade || 35&lt;br /&gt;
|-&lt;br /&gt;
| Small Rocket || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| HWP Rocket || 42.5&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenade || 45&lt;br /&gt;
|-&lt;br /&gt;
| Large Rocket || 50&lt;br /&gt;
|-&lt;br /&gt;
| High Explosive || 55&lt;br /&gt;
|-&lt;br /&gt;
| HWP Fusion Bomb || 70&lt;br /&gt;
|- &lt;br /&gt;
| Blaster Bomb || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Built-in alien weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage). Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
Note that the damage range of Celatids&#039; attack is great enough that it can penetrate a UFO outer hull 7.14% of the time.  However, due to the grenade-style aiming of the attack, it cannot be aimed directly at walls &amp;amp;mdash; just squares.  In practice, diagonal and &amp;quot;rear&amp;quot; UFO walls can sometimes be targeted, especially on the second floor (see [[Explosions#When Is a Wall not a Wall]]).  UFO roofs can also be targeted.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs can penetrate UFO inner walls approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | [[Celatid]] || 35 - 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberdisc]] || 32.5 - 97.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Sectopod]] || 25 - 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Terrain]]&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=53118</id>
		<title>Destroying Terrain</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=53118"/>
		<updated>2013-11-28T09:52:05Z</updated>

		<summary type="html">&lt;p&gt;Slider2k: Fixed math on the basis that required HE damage to destroy must be EQUAL or higher and damage numbers are integers (rounded down). Removed Elerium from tables as it is not a terrain.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most terrain features found on the battlescape can, with sufficient firepower, be destroyed.  UFO outer hulls can be breached with a [[Blaster Bomb]], inner UFO hulls can sometimes be breached by a [[Heavy Plasma]], and weaker structures can be destroyed by more conventional weaponry, such as [[Grenade]]s or sometimes even [[Rifle]]s.  &lt;br /&gt;
&lt;br /&gt;
Being able to clear terrain in this manner is of great value.  Aliens can lurk behind a wide variety of structures, ready to ambush you the second you enter their sight.  Destroying terrain flushes the aliens out into the open, where they can be engaged far more safely.  Entering rooms via breached walls is also usually far safer than coming in through an existing door &amp;amp;mdash; a common ambush point.&lt;br /&gt;
&lt;br /&gt;
== Damage vs. terrain ==&lt;br /&gt;
&lt;br /&gt;
The general rule is that explosions will do a fixed 50% of their rated damage to a terrain feature, and projectile/beam weapons will do between 25% and 75% of their rated damage.  The 50% damage for explosions is at the center of the explosion; damage will decrease by a constant amount the further away from the center you go. For more information on explosions in general, see [[Explosions]].&lt;br /&gt;
&lt;br /&gt;
If the damage dealt is equal or higher than the terrain&#039;s damage rating (or &amp;quot;armor&amp;quot;), the terrain will be damaged or even destroyed.  If the damage is less than the terrain&#039;s damage rating, the terrain will be completely unharmed.  See [[Explosions#Tile Characteristics]] for a table detailing several terrain types and their damage ratings.&lt;br /&gt;
&lt;br /&gt;
== UFO walls ==&lt;br /&gt;
&lt;br /&gt;
The outer hull of a UFO has a damage rating of 100 points: as a result of this, only Blaster Bombs (Damage = 200) can breach them.  Inner hulls and doors have a damage rating of 80 points.  Heavy Plasmas, with a base damage of 115, can do between 28 and 86 points of damage to terrain.  (86 - 79) = 7 values out of a range of (86 - 28) = 58 possible values (7 / 58) is 0.1206, which would mean Heavy Plasma shots will breach inner UFO walls 12.06% of the time.  (Initial testing suggests this figure is must be correct: 250 Heavy Plasma shots breached 32 inner walls, for an average of 12.8%.)  Expressed a different way, it should take an average of 8.29 Heavy Plasma shots to breach a UFO wall; three shots (one auto shot) have only a 31.99% chance of creating a breach. A full clip (35 shots) has a 1.11% chance of failing to break through.&lt;br /&gt;
&lt;br /&gt;
[[Tank/Laser Cannon]] and [[Hovertank/Plasma]] both have a base damage of 110, which translates to a range of 27 to 82 against terrain objects.  (3 / 55) is 0.0545, so these tanks should be able to breach inner UFO walls 5.45% of the time.  It should take an average of 16 shots to breach a wall with either of these weapons.&lt;br /&gt;
&lt;br /&gt;
The [[Hovertank/Launcher]]&#039;s fusion ball munition has an explosive damage of 140.  50% of 140 is 70, which means a Launcher tank can never breach inner UFO walls, although they can breach &amp;quot;[[#vulnerable walls|vulnerable walls]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Security walls ===&lt;br /&gt;
&lt;br /&gt;
Certain inner UFO walls and doors are more durable than the average inner wall.  These so-called &amp;quot;security walls&amp;quot; have a damage rating of 100, like UFO outer walls, and can only be breached with the use of a Blaster Bomb.  Security walls have a smooth, unsegmented appearance, with several bands running along the top.  Security doors are darker than normal UFO doors and do not have a line running down their centers.  The upper level of [[Battleship]]s are constructed solely with security walls, although security doors are only used to enclose the central lift.  See image below.&lt;br /&gt;
&lt;br /&gt;
[[Image:UFO_160MAP-L3.JPG]]&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable walls ===&lt;br /&gt;
&lt;br /&gt;
A few wall types in UFOs are far easier to breach than normal inner walls.  Most UFO navigation rooms (i.e., the bridge) have a few walls sporting a green and black computer display (see image above).  These walls have a damage rating of 70 (versus 80 for normal inner walls) and can be more easily breached by a Heavy Plasma.  They can even be breached by a direct hit from a Launcher tank&#039;s Fusion Ball.&lt;br /&gt;
&lt;br /&gt;
Weaker still (60 damage) are the orange or blue flashing [[Alien Entertainment]] walls found in certain areas.  The outer northern and western walls of alien base command centers are constructed of these walls (see image below), and are easy to breach &amp;amp;mdash; making for a safer entry point than the doors on the western face.  Furthermore, on the northern side of the inner wall, there is a single computer panel wall which is easy to breach (all the other sections are &amp;quot;security walls&amp;quot; and can only be breached by a Blaster Bomb).&lt;br /&gt;
&lt;br /&gt;
[[Image:UBASE 00MAP-L1.JPG]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UFO floors ===&lt;br /&gt;
&lt;br /&gt;
Like walls, floor tiles can be breached.  Normal metal UFO floors have a damage rating of 80, but cannot be bypassed until they are fully destroyed.  This requires two shots at a minimum: one to damage the floor, and another to destroy it.  A damaged UFO floor has a damage rating of only 50, so it is not terribly hard to fully breach a UFO floor.&lt;br /&gt;
&lt;br /&gt;
Breaching floors is useful in much the same way as breaching walls is: it allows your soldiers an alternative and often safer entry point into a room which may contain several aliens.  Floors both above and below your soldiers can be breached.  To shoot the floor above you (in essence, the ceiling), you must aim at a point on the level above you.  &lt;br /&gt;
To shoot at the floor of your current level, just shoot at a square not bordered by any walls (or else the walls will be shot at instead of the floor).  Naturally, soldiers in Flying Suits are needed to take fullest advantage of a hole in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Shooting through the ceiling may be of greatest use when storming an alien base command center.  The command center&#039;s purple floors are weaker than the metal variety (50 intact/65 damaged &amp;amp;mdash; Heavy Plasma works well), and if you pick the right location, you can come up hidden behind an object.  You may also be able to see and attack aliens on the upper floor once the ceiling is shot out, which is a much less risky approach than taking the lift up blindly into their midst.&lt;br /&gt;
&lt;br /&gt;
== Breaching walls and line of sight ==&lt;br /&gt;
&lt;br /&gt;
If you shoot through a wall (or ceiling) and find yourself facing an alien, the alien will often return fire as soon as it sees you.  To minimize this danger, it is best to shoot at walls from an oblique angle, keeping the shooter out of the aliens&#039; line of sight.  Return fire will only be directed at the shooter (if visible); other units standing in front of the breach will not be fired upon until they act, allowing you to get in the first shot at any aliens you discover on the other side.&lt;br /&gt;
&lt;br /&gt;
== Terrain structures ==&lt;br /&gt;
&lt;br /&gt;
These figures were researched using the [[MCD#MCD_Editor|MCDEdit]] program.&lt;br /&gt;
&lt;br /&gt;
Many structures found in one terrain set will be used by another terrain set, with identical properties.  For instance, UFOs and Alien Bases contain a large number of common items.&lt;br /&gt;
&lt;br /&gt;
=== UFO structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Outer Wall/Door/Ceiling || 100&lt;br /&gt;
|-&lt;br /&gt;
| Inner Wall/Door || 80&lt;br /&gt;
|-&lt;br /&gt;
| Security Wall/Door || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO Power Source]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 50&lt;br /&gt;
|-&lt;br /&gt;
| Blue Chair || 60&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Console (wall) || 40&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Round Fuel Pod || 20&lt;br /&gt;
|-&lt;br /&gt;
| Oblong Fuel Pod || 30&lt;br /&gt;
|-&lt;br /&gt;
| Flashing Wall (Alien Entertainment) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Pulsing Globe || 20&lt;br /&gt;
|-&lt;br /&gt;
| Green on Black Computer Panel || 70&lt;br /&gt;
|-&lt;br /&gt;
| Intact Metal Floor || 80&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Metal Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Intact Purple Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Purple Floor || 65&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; UFO Power Source contains [[Elerium-115]] inside, which receives full explosion damage. See [[Explosion#Object_Destruction]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM Craft structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| All surfaces || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;X-COM craft are meant to be indestructible (thank goodness!)... but see [[Explosions#Mile-High_Madness]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alien base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Dirt Wall (surface) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Metal Wall || 80&lt;br /&gt;
|- &lt;br /&gt;
| Windowed Wall || 100&lt;br /&gt;
|-&lt;br /&gt;
| Display Cases || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4-space Vats || 60&lt;br /&gt;
|-&lt;br /&gt;
| 1-space Vats || 30&lt;br /&gt;
|-&lt;br /&gt;
| Command Center Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Alien Plants || 5-40*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Green ones are 5-14, more colorful ones 20-40 depending on size&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wall || 80&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Door || 50&lt;br /&gt;
|-&lt;br /&gt;
| Hangar/Access Lift/General Stores Door || 75&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Drum || 12&lt;br /&gt;
|-&lt;br /&gt;
| Missile || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farm structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wooden Wall || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Door || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Brick Wall || 25 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(lower) || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(upper) || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Wheat || 6 &lt;br /&gt;
|-&lt;br /&gt;
| Hay Bale || 4&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || 8 &lt;br /&gt;
|-&lt;br /&gt;
| Vegetables || 10 &lt;br /&gt;
|-&lt;br /&gt;
| Apple Tree || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Normal Tree || 22 &lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 15 &lt;br /&gt;
|-&lt;br /&gt;
| Stone Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Fence || 11 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Trees/Logs (various) || 13-18&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 24&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 18&lt;br /&gt;
|-&lt;br /&gt;
| Bushes || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hill || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Grey Brick Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| White Wood Wall || 14&lt;br /&gt;
|-&lt;br /&gt;
| White/Blue Doors || 12&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Inner Walls || 25&lt;br /&gt;
|-&lt;br /&gt;
| Beige Warehouse Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Crates || 20&lt;br /&gt;
|-&lt;br /&gt;
| Stairway || 25&lt;br /&gt;
|-&lt;br /&gt;
| Green Door || 30&lt;br /&gt;
|-&lt;br /&gt;
| Smooth Grey Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Glass Door || 15&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Retail Objects || 5-16&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Furniture || 4-22&lt;br /&gt;
|-&lt;br /&gt;
| White Picket Fence || 8&lt;br /&gt;
|-&lt;br /&gt;
| Grey Metal Fence || 20&lt;br /&gt;
|-&lt;br /&gt;
| Brown Wood Wall || 11&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 8&lt;br /&gt;
|-&lt;br /&gt;
| Fruit Tree || 20&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (incl. Planter) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Pillar || 35&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Pump || 18&lt;br /&gt;
|-&lt;br /&gt;
| Light Post || 20&lt;br /&gt;
|-&lt;br /&gt;
| Garbage Can || 15&lt;br /&gt;
|-&lt;br /&gt;
| Red Post Box || 14&lt;br /&gt;
|-&lt;br /&gt;
| Hydrant || 30&lt;br /&gt;
|-&lt;br /&gt;
| Phone Booth || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polar structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| All Surfaces || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Cacti || 15-20&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 16&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 24&lt;br /&gt;
|-&lt;br /&gt;
| Hills (dunes) || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Jungle structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Small Trees || 12-20&lt;br /&gt;
|-&lt;br /&gt;
| Small Ferns/Fronds || 5-12&lt;br /&gt;
|-&lt;br /&gt;
| Large Ferns/Fronds || 16-20&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 25-26&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (fronds) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 20-30&lt;br /&gt;
|-&lt;br /&gt;
| Hills || 30-50&lt;br /&gt;
|-&lt;br /&gt;
| Trunks/Logs || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cydonia structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 40-80&lt;br /&gt;
|-&lt;br /&gt;
| Small Crater || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large Crater || 70&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid || 70-80&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid Windows || 60&lt;br /&gt;
|-&lt;br /&gt;
| Brain || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon damage ranges ==&lt;br /&gt;
&lt;br /&gt;
=== Projectile/energy weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage).  Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Width=200px | Pistol || 6.5 - 19.5&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 7.5 - 22.5&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon-AP || 10.5 - 31.5&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11.5 - 34.5&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Pistol || 13 - 39&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-AP || 14 - 42&lt;br /&gt;
|-&lt;br /&gt;
| Laser Rifle || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| HWP Cannon || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Rifle || 20 - 60&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Laser || 21.25 - 63.75&lt;br /&gt;
|-&lt;br /&gt;
| HWP Laser or Plasma || 27.5 - 82.5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma || 28.75 - 86.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
Damage listed is for center of explosion, decreasing with distance.  Damage range vs. living creatures is between one to three times these values.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | Autocannon-HE || 22&lt;br /&gt;
|-&lt;br /&gt;
| Grenade || 25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-HE || 26              &lt;br /&gt;
|-&lt;br /&gt;
| Proximity Grenade || 35&lt;br /&gt;
|-&lt;br /&gt;
| Small Rocket || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| HWP Rocket || 42.5&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenade || 45&lt;br /&gt;
|-&lt;br /&gt;
| Large Rocket || 50&lt;br /&gt;
|-&lt;br /&gt;
| High Explosive || 55&lt;br /&gt;
|-&lt;br /&gt;
| HWP Fusion Bomb || 70&lt;br /&gt;
|- &lt;br /&gt;
| Blaster Bomb || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Built-in alien weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage). Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
Note that the damage range of Celatids&#039; attack is great enough that it can penetrate a UFO outer hull 7.14% of the time.  However, due to the grenade-style aiming of the attack, it cannot be aimed directly at walls &amp;amp;mdash; just squares.  In practice, diagonal and &amp;quot;rear&amp;quot; UFO walls can sometimes be targeted, especially on the second floor (see [[Explosions#When Is a Wall not a Wall]]).  UFO roofs can also be targeted.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs can penetrate UFO inner walls approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | [[Celatid]] || 35 - 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberdisc]] || 32.5 - 97.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Sectopod]] || 25 - 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Terrain]]&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Slider2k</name></author>
	</entry>
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