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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SnowJob</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SnowJob"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/SnowJob"/>
	<updated>2026-05-03T09:03:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sharpshooter_(XCOM2)&amp;diff=70292</id>
		<title>Sharpshooter (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sharpshooter_(XCOM2)&amp;diff=70292"/>
		<updated>2016-01-18T06:30:15Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: Major and Colonel skills added, some cooldowns listed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; engages enemy targets with pinpoint accuracy from extreme range. They are also trained in pistol marksmanship for the occasional close encounter. The Sharpshooter is the successor to the [[Sniper (EU2012)|Sniper]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Sniper Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistol&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File: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; | &#039;&#039;&#039;Squadsight&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;You can target enemies within squadmates&#039; sight, provided there is a line of sight to the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Sniper&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Gunslinger&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; | &#039;&#039;&#039;Long Watch&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows Overwatch to trigger with Squadsight.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Return Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When targeting by enemy fire, automatically fire back with your pistol once per turn.&#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;
| &#039;&#039;&#039;Deadeye&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take a shot with a small aim penalty for a significant damage boost.&#039;&#039; &amp;lt;br/&amp;gt; 2 turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Lightning Hands&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire your pistol at a target. This attack does not cost an action.&#039;&#039; &amp;lt;br/&amp;gt; 3 turn cooldown.&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;
| &#039;&#039;&#039;Death from Above&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Killing an enemy at a lower elevation with your sniper rifle costs only a single action, and does not end your turn.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Quickdraw&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing your pistol with your first action no longer ends your turn.&#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;
| &#039;&#039;&#039;Kill Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take a reaction shot against any enemy that moves or attacks within a cone of fire.&#039;&#039; &amp;lt;br/&amp;gt; Ability does not end after first shot; only restricted by ammo. 3 turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Faceoff&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire once at every visible enemy with your pistol.&#039;&#039; &amp;lt;br/&amp;gt; 3 turn cooldown.&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;
| &#039;&#039;&#039;Steady Hands&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you did not move last turn, gain +10 Aim and +10 Critical chance.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Aim&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Hunker Down now confers +20 Aim to the first shot on the following turn.&#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;
| &#039;&#039;&#039;Serial&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;A powerful chained shot ability. For every kill made with your sniper rifle, your actions will be refunded.&#039;&#039; &amp;lt;br/&amp;gt; Critical chance decreases per chained kill. 4 turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Fan Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire the pistol three times at the same target.&#039;&#039; &amp;lt;br/&amp;gt; 3 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=70285</id>
		<title>Specialist (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=70285"/>
		<updated>2016-01-14T19:34:25Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: Lieutenant thru Colonel skills added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Specialist&#039;&#039;&#039; operates some of XCOM&#039;s most advanced equipment. They deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty. The Specialist is the successor to the [[Support (EU2012)|Support]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Gremlin&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File: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; | &#039;&#039;&#039;Aid Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Command your Gremlin to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin grants +20 Defense.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Battle Medic&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Combat Hacker&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; | &#039;&#039;&#039;Medical Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can perform healing actions remotely.&#039;&#039; &amp;lt;br/&amp;gt; Grants one free Medkit charge.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Combat Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin deals 2 damage. Usable twice per battle.&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;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Revival Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an ally to remove any negative status effects: Disoriented, Stunned, Panicked, or Unconscious.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Haywire Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;You may target robotic and mechanical enemies with your Gremlin, attempting to hack them and seize control.&#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;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Equipped medikits have 2 extra charges.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Scanning Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can trigger an instant scan of the area, increasing the Specialist&#039;s sight radius substantially for one turn, and revealing any hidden or disguised enemies in view.&#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;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Overwatch shots can be triggered by any enemy action, not just movement.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Threat Assessment&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Aid Protocol now grants the target a Covering Fire overwatch shot, but the Aid Protocol cooldown is increased by 1 turn.&#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;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you spend all your actions on moves, you are granted an automatic overwatch shot at the end of the turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Guardian&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;With every successful overwatch shot, there is a 50% chance that another shot will be taken.&#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;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Restoration&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin flies to each squad member, healing or reviving them as needed.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Capacitor Discharge&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=55856</id>
		<title>EU2012 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=55856"/>
		<updated>2014-02-20T01:05:20Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM: Enemy Unknown (2012) / Enemy Within DLC [[File:Meld Insignia (EU2012).png|20px]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_shield.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (EU2012)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM (EU2012)|Commander&#039;s Briefing]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM_Base_Location_(EU2012)|Base Location]]&lt;br /&gt;
&lt;br /&gt;
: [[The Council (EU2012)|The Council]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
:: [[Second Wave (EU2012)|Second Wave]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (EU2012)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_black.png|30px]] &#039;&#039;&#039;XCOM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
: [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
&lt;br /&gt;
: [[Research (EU2012)|Research]]&lt;br /&gt;
:: [[Genetics Lab (EU2012)|Genetics Lab]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
&lt;br /&gt;
: [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
:: [[Foundry_(EU2012)|Foundry]]&lt;br /&gt;
::: [[S.H.I.V. (EU2012)|S.H.I.V.]]&lt;br /&gt;
:: [[Cybernetics Lab (EU2012)|Cybernetics Lab]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
&lt;br /&gt;
:[[Barracks (EU2012)|Barracks]]&lt;br /&gt;
:: [[OTS_(EU2012)| Officer Training School]]&lt;br /&gt;
&lt;br /&gt;
: [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
: [[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
:: [[Gray Market (EU2012)|Gray Market]]&lt;br /&gt;
:: [[Finances (EU2012)|Finances]]&lt;br /&gt;
:: [[Covert Operations (EU2012)|Covert Operations]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
: [[Classes (EU2012)|Classes]]&lt;br /&gt;
:: [[Assault (EU2012)|Assault]]&lt;br /&gt;
:: [[Heavy (EU2012)|Heavy]]&lt;br /&gt;
:: [[Sniper (EU2012)|Sniper]]&lt;br /&gt;
:: [[Support (EU2012)|Support]]&lt;br /&gt;
:: [[Psionic (EU2012)|Psionic]]&lt;br /&gt;
:: [[MEC Trooper (EU2012)|MEC Trooper]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] &lt;br /&gt;
: [[Armor (EU2012)|Armor]]&lt;br /&gt;
: [[Equipment (EU2012)#Portable Equipment|Equipment]]&lt;br /&gt;
: [[Weapons (EU2012)|Weapons]]&lt;br /&gt;
: [[Gene Mods (EU2012)|Gene Mods]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
: [[Medals (EU2012)|Medals]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
: [[Covert Operative (EU2012)|Covert Operative]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (EU2012)|Alien Life Forms]]&lt;br /&gt;
:[[Overviews of Aliens (EU2012)|Overview of Aliens]]&lt;br /&gt;
:[[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
:[[Alien Deployment (EU2012)|Alien Deployment]]&lt;br /&gt;
|- &lt;br /&gt;
| [[UFOs (EU2012)|UFOs]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Alien Artifacts (EU2012)|Alien Artifacts]]&lt;br /&gt;
: [[Meld (EU2012)|Meld]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:EXALT Insignia (EU2012).png|25px]] &#039;&#039;&#039;EXALT&#039;&#039;&#039; [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[EXALT (EU2012)|EXALT]] &lt;br /&gt;
: [[EXALT Units (EU2012)|Soldiers]] &lt;br /&gt;
: [[EXALT Weapons (EU2012)|Equipment]] &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (EU2012)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
[[Maps (EU2012)|Maps]]&lt;br /&gt;
: [[Map Tables (EU2012)|Tables]]&lt;br /&gt;
&lt;br /&gt;
[[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
: [[Chance to Hit (EU2012)|Chance to Hit]]&lt;br /&gt;
: [[Cover (EU2012)|Cover]]&lt;br /&gt;
: [[Critical Wounds (EU2012)|Critical Wounds]]&lt;br /&gt;
: [[Damage (EU2012)|Damage]]&lt;br /&gt;
&amp;lt;!--: [[Flanking (EU2012)|Flanking]]--&amp;gt;&lt;br /&gt;
: [[Overwatch (EU2012)|Overwatch]]&lt;br /&gt;
: [[Suppression (EU2012)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Strategy (EU2012)|Strategy Guide]]&lt;br /&gt;
: [[Building Optimization]]&lt;br /&gt;
: [[Economy]]&lt;br /&gt;
: [[Panic (EU2012)|Panic]]&lt;br /&gt;
: [[Air Combat (EU2012)|Air Combat]]&lt;br /&gt;
: [[Storyline Missions (EU2012)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (EU2012)|Combat Tactics]] &lt;br /&gt;
: [[Squads (EU2012)|Squads]]&lt;br /&gt;
: [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
: [[Abilities (EU2012)|List of all Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;General DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[DLC (EU2012)|General Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:New Friend (EU2012).jpg|30px]] &#039;&#039;&#039;Slingshot DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Slingshot DLC (EU2012)|Operation Slingshot]]&lt;br /&gt;
&lt;br /&gt;
: [[Friends in Low Places (EU2012)|Friends in Low Places]]&lt;br /&gt;
&lt;br /&gt;
: [[Confounding Light (EU2012)|Confounding Light]]&lt;br /&gt;
&lt;br /&gt;
: [[Gangplank (EU2012)|Gangplank]]&lt;br /&gt;
&lt;br /&gt;
: [[Shaojie Zhang (EU2012)|Shaojie Zhang]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Saved to Savior (EU2012).jpg|30px]] &#039;&#039;&#039;Progeny&#039;&#039;&#039; [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Progeny (EU2012)|Operation Progeny]]&lt;br /&gt;
&lt;br /&gt;
: [[Portent (EU2012)|Portent]]&lt;br /&gt;
&lt;br /&gt;
: [[Deluge (EU2012)|Deluge]]&lt;br /&gt;
&lt;br /&gt;
: [[Furies (EU2012)|Furies]]&lt;br /&gt;
&lt;br /&gt;
: [[Annette Durand (EU2012)|Annette Durand]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (EU2012)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
: [[Multiplayer Tactics (EU2012)|Multiplayer Tactics]]&lt;br /&gt;
&lt;br /&gt;
: [[Multiplayer Builds (EU2012)|Squad Builds]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Happy to Oblige (EU2012).jpg|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Game Credits (EU2012)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline (EU2012)|Storyline]]&lt;br /&gt;
&lt;br /&gt;
[[News Items (EU2012)|News Ticker]]&lt;br /&gt;
&lt;br /&gt;
[[Game Universe (EU2012)|Game Universe/Artwork]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (EU2012)|XCOM Heroes]]&lt;br /&gt;
&lt;br /&gt;
[[Making The Game Harder (EU2012)|Making The Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#Strategic (Enemy Unknown)|Murphy&#039;s Laws (XCOM)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (EU2012)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (EU2012)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (EU2012)| Mods &amp;amp; Suggestions]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors (EU2012)|Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Game Files (EU2012)|Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Unused Features (EU2012)|Unused Features]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=54882</id>
		<title>Thin Man (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=54882"/>
		<updated>2014-01-02T07:34:52Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Thin Man 2 (EU2012).png|right|300px|Thin Man]]&lt;br /&gt;
&lt;br /&gt;
The Thin Men are agile, quick, and elusive alien creatures. Designed to look human so that they can successfully infiltrate society, Thin Men are responsible for handling the more secretive operations of the alien invasion. (Though some aren&#039;t exactly subtle, such as planting huge alien bombs in the middle of urban centres.)&lt;br /&gt;
 &lt;br /&gt;
Their human-like appearance doesn&#039;t fool XCOM troops, who have no trouble identifying Thin Men as hostiles.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Stats==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Thin Man 1 (EU2012).png|150px]]&lt;br /&gt;
|hp=3/3/4/6&lt;br /&gt;
|aim=65/65/75/75&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=15&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: The Thin Man spits a poisonous glob that decreases the aim of your [[Soldiers (EU2012)|soldiers]] by 20% and damages their health by one point each turn for up to 3 turns. Soldiers equipped with [[Titan Armor (EU2012)|Titan Armor]] or a Medikit are immune. Other soldiers can be cured by using a [[Medikit (EU2012)|Medikit]] on them.&lt;br /&gt;
*&#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump incredibly high, allowing it to scale entire buildings and take up an elevated position. Very dangerous against Snipers who are unable to fire.&lt;br /&gt;
*&#039;&#039;&#039;Last Gasp&#039;&#039;&#039;: The Thin Man explodes, leaving a poisonous cloud that will poison any soldiers that move within it, can void a small area of cover. Only activates when a Thin Man dies.&lt;br /&gt;
* Thin Men have an unexplained ability to deploy directly in to a mission area on some missions, seemingly dropping out of the sky.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*On Easy and Normal [[Difficulty (EU2012)|difficulties]], Thin Men deal less 2 [[Damage (EU2012)|damage]] than normal. &lt;br /&gt;
*If killed during a successful mission a [[Thin Man Corpse (EU2012)|Thin Man Corpse]] will be recovered.&lt;br /&gt;
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Thin Man (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research all UFO Technology ([[UFO Flight Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source ]] and [[Elerium (EU2012)|Elerium]]).&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The Thin Men are one of the few aliens in Enemy Unknown 2012 that do not have a direct 1994 equivalent. However, their reptilian origin suggests a conceptual link to the [[Snakeman|Snakemen]].&lt;br /&gt;
*Thin Men are caricatures of Sid Meier, head of Firaxis. He has a history of showing up in games by Firaxis.&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>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=52849</id>
		<title>Gene Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=52849"/>
		<updated>2013-11-24T04:44:51Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: /* Genetics Lab Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Custodiam (EU2012).png|right|100px|Translation: &amp;quot;To Change the Custodians&amp;quot;]]&lt;br /&gt;
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
&lt;br /&gt;
Gene Mods cost both credits (§) and Meld and be can applied to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost). &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Gene Modding====&lt;br /&gt;
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]&lt;br /&gt;
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete.&lt;br /&gt;
* Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies). &lt;br /&gt;
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Genetics Lab Projects ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Body Part&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Neural Damping&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align=&amp;quot;center&amp;quot; | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 10 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align=&amp;quot;center&amp;quot; | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align=&amp;quot;center&amp;quot; |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] &#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker&#039;s chance of success.&#039;&#039; || The feedback response has a base damage of 7. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;|| Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this&amp;lt;bR&amp;gt;Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance&#039;&#039;. || On a Damn Good Ground [[Sniper (EU2012)|Sniper]], with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align=&amp;quot;center&amp;quot; | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] &#039;&#039;Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds&#039;&#039;. || Very useful for your [[Psionic (EU2012)|Psi]] Squad or for [[Assault (EU2012)|Assaults]] and other soldiers more prone to Critical Wounds. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039; [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align=&amp;quot;center&amp;quot; | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align=&amp;quot;center&amp;quot; |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] &#039;&#039;Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.&#039;&#039; || +10 aim, +5 critical chance and ?? movement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] ||  align=&amp;quot;center&amp;quot; |  [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] &#039;&#039;The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.&#039;&#039; || Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you&#039;ll know what&#039;s behind that door. Is &amp;quot;wall-piercing.&amp;quot; In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct signals nearby.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align=&amp;quot;center&amp;quot; | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] &#039;&#039;Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier&#039;s starting position. Leaving cover or firing will break this concealment.&#039;&#039; || In practice: be out of Line of Sight of an enemy, then move to &#039;&#039;&#039;full&#039;&#039;&#039; cover: soldier will essentially Ghost Mode before moving. If flanked, ghosting will drop, so the full cover must be relative to the enemy (but can be used to at least bypass enemy Overwatch). As it does mimic Ghosting, you &#039;&#039;cannot&#039;&#039; use [[Ghost Armor (EU2012)|Ghost Armor]]&#039;s mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Muscle Fiber Density&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] ||  align=&amp;quot;center&amp;quot; | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] ||  align=&amp;quot;center&amp;quot; |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] &#039;&#039;Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&#039;&#039; || Equally useful as the Skeleton/Ghost armor&#039;s grapple, somewhat less than Archangel&#039;s flight (except that there&#039;s no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] || align=&amp;quot;center&amp;quot; |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] &#039;&#039;Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.&#039;&#039; || Stacks with the [[OTS (EU2012)|OTS]]&#039;s Rapid Recovery causing soldiers to recover even faster from injuries.&amp;lt;br&amp;gt;Pairs well with Secondary Heart to preserve your [[Psionic (EU2012)|Psi]] soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====EXALT Gene Mods====&lt;br /&gt;
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique. &lt;br /&gt;
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;  - &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance.&#039;&#039; &lt;br /&gt;
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same as above. &lt;br /&gt;
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] &#039;&#039;&#039;Iron Skin&#039;&#039;&#039; - &#039;&#039;All damage taken is reduced by %.&#039;&#039;&lt;br /&gt;
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]&lt;br /&gt;
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] &#039;&#039;&#039;Adrenaline Surge&#039;&#039;&#039; - &#039;&#039;Confers +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
**Used by [[EXALT Elite Operative (EU2012)|Elite Operatives]], activates when the Operative is wounded.&lt;br /&gt;
* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] &#039;&#039;&#039;Regen Pheromones&#039;&#039;&#039; - &#039;&#039;This unit and all nearby allies are healed for 1 health each turn.&#039;&#039;&lt;br /&gt;
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====See Also====&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=52848</id>
		<title>Gene Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=52848"/>
		<updated>2013-11-24T04:44:03Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: /* Genetics Lab Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Custodiam (EU2012).png|right|100px|Translation: &amp;quot;To Change the Custodians&amp;quot;]]&lt;br /&gt;
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
&lt;br /&gt;
Gene Mods cost both credits (§) and Meld and be can applied to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost). &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Gene Modding====&lt;br /&gt;
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]&lt;br /&gt;
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete.&lt;br /&gt;
* Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies). &lt;br /&gt;
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Genetics Lab Projects ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Body Part&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Notes&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Neural Damping&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align=&amp;quot;center&amp;quot; | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 10 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align=&amp;quot;center&amp;quot; | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align=&amp;quot;center&amp;quot; |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] &#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attackers chance of success.&#039;&#039; || The feedback response has a base damage of 7. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;|| Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this&amp;lt;bR&amp;gt;Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance&#039;&#039;. || On a Damn Good Ground [[Sniper (EU2012)|Sniper]], with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align=&amp;quot;center&amp;quot; | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] &#039;&#039;Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds&#039;&#039;. || Very useful for your [[Psionic (EU2012)|Psi]] Squad or for [[Assault (EU2012)|Assaults]] and other soldiers more prone to Critical Wounds. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039; [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align=&amp;quot;center&amp;quot; | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align=&amp;quot;center&amp;quot; |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] &#039;&#039;Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.&#039;&#039; || +10 aim, +5 critical chance and ?? movement&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] ||  align=&amp;quot;center&amp;quot; |  [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] &#039;&#039;The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.&#039;&#039; || Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you&#039;ll know what&#039;s behind that door. Is &amp;quot;wall-piercing.&amp;quot; In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct signals nearby.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align=&amp;quot;center&amp;quot; | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] &#039;&#039;Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier&#039;s starting position. Leaving cover or firing will break this concealment.&#039;&#039; || In practice: be out of Line of Sight of an enemy, then move to &#039;&#039;&#039;full&#039;&#039;&#039; cover: soldier will essentially Ghost Mode before moving. If flanked, ghosting will drop, so the full cover must be relative to the enemy (but can be used to at least bypass enemy Overwatch). As it does mimic Ghosting, you &#039;&#039;cannot&#039;&#039; use [[Ghost Armor (EU2012)|Ghost Armor]]&#039;s mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Muscle Fiber Density&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] ||  align=&amp;quot;center&amp;quot; | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] ||  align=&amp;quot;center&amp;quot; |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] &#039;&#039;Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&#039;&#039; || Equally useful as the Skeleton/Ghost armor&#039;s grapple, somewhat less than Archangel&#039;s flight (except that there&#039;s no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] || align=&amp;quot;center&amp;quot; |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] &#039;&#039;Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.&#039;&#039; || Stacks with the [[OTS (EU2012)|OTS]]&#039;s Rapid Recovery causing soldiers to recover even faster from injuries.&amp;lt;br&amp;gt;Pairs well with Secondary Heart to preserve your [[Psionic (EU2012)|Psi]] soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====EXALT Gene Mods====&lt;br /&gt;
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique. &lt;br /&gt;
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] &#039;&#039;&#039;Depth Perception&#039;&#039;&#039;  - &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance.&#039;&#039; &lt;br /&gt;
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same as above. &lt;br /&gt;
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] &#039;&#039;&#039;Iron Skin&#039;&#039;&#039; - &#039;&#039;All damage taken is reduced by %.&#039;&#039;&lt;br /&gt;
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]&lt;br /&gt;
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] &#039;&#039;&#039;Adrenaline Surge&#039;&#039;&#039; - &#039;&#039;Confers +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
**Used by [[EXALT Elite Operative (EU2012)|Elite Operatives]], activates when the Operative is wounded.&lt;br /&gt;
* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] &#039;&#039;&#039;Regen Pheromones&#039;&#039;&#039; - &#039;&#039;This unit and all nearby allies are healed for 1 health each turn.&#039;&#039;&lt;br /&gt;
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====See Also====&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=51346</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=51346"/>
		<updated>2013-10-24T03:57:43Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: /* Medals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI].&lt;br /&gt;
&lt;br /&gt;
==General Details==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
* The Meld is a new alien resource that will be present in [[Meld Canister (EU2012)|canisters]] on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* All the [[Alien Abductions (EU2012)|abductions]] and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister will be located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.&lt;br /&gt;
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of canisters in a given campaign ([http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]).&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause [[Damage (EU2012)|damage]] to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* Meld canisters can be destroyed with explosives. [http://www.youtube.com/watch?v=1uMHNOuj5SU]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|aliens]] on a mission you&#039;ll automatically recover any unexploded Meld containers, including still hidden ones, according to a Rock, Paper, Shotgun [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/ interview].&lt;br /&gt;
* The Meld can be used to create either [[MEC Trooper (EU2012)|MEC Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities ([[Gene Mods (EU2012)|Gene Mods]]).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new [[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Lab (EU2012)|Genetics Lab]] and [[Cybernetics Lab (EU2012)|Cybernetics Lab]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] and the Genetics Lab with [[Laboratory (EU2012)|Laboratories]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may corrupt your [[Soldiers (EU2012)|soldiers]]. (unconfirmed, check this [http://kotaku.com/xcom-enemy-unknown-gets-its-first-major-expansion-this-1175378649 reference]).&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;Change to Protect&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* [[Aliens (EU2012)|Alien]] [[Research (EU2012)|autopsies]] will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)-&lt;br /&gt;
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for the process to be complete.&lt;br /&gt;
====Genetics Lab Projects==== &lt;br /&gt;
* Brain (35§, 10 Meld): &lt;br /&gt;
** &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; - &#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; - &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
* Eyes (§15, 5 Meld):&lt;br /&gt;
** &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; - &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Depth Perception&#039;&#039;&#039; - &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance&#039;&#039;.&lt;br /&gt;
* Chest (§75, 15 Meld):&lt;br /&gt;
**&#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; - &#039;&#039;Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039; - &#039;&#039;Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squadmates. Cannot occur more than once on every 5 turns.&#039;&#039;&lt;br /&gt;
* Skin (§35, 15 Meld): &lt;br /&gt;
**&#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; - &#039;&#039;The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; - &#039;&#039;Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier&#039;s starting position. Leaving cover or firing will break this concealment.&#039;&#039; Requires Seeker Autopsy Research. &lt;br /&gt;
* Legs (§60, 25 Meld):&lt;br /&gt;
**&#039;&#039;&#039;Muscle Fiber Density&#039;&#039;&#039; - &#039;&#039;Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; - &#039;&#039;Wound recovery time is reduced by 66% (stacks with Rapid Recovery). Soldier regenerates 2 HP per turn up to the HP max without armor.&#039;&#039;&lt;br /&gt;
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MEC Trooper===&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|MEC Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* [[MEC Trooper (EU2012)|MEC Troopers]] can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* MEC Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired. You cannot deploy a MEC Trooper without a suit.&lt;br /&gt;
* MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed.&lt;br /&gt;
* There are 2 new options on Engineering: Build/Upgrade MEC (for the suits) and Augment Soldiers (to transform soldiers into MEC Troopers).&lt;br /&gt;
* The Cybernetics Lab can augment 3 soldiers at a time and it costs §10 and 10 Meld units. The process takes 3 days and soldiers will lose all Gene Mods when augmented. The process is irreversible. &lt;br /&gt;
* According to the developers MECs are very expensive to purchase.&lt;br /&gt;
* MECs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, MEC Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
====Primary Weapons====&lt;br /&gt;
** Primary Weapon: &#039;&#039;&#039;[[Minigun (EU2012)|Minigun]]&#039;&#039;&#039;&lt;br /&gt;
***Tactical Info&lt;br /&gt;
****&#039;&#039;Effective range: Medium; 4-6 base damage, 10% critical chance, 8-10 critical damage&#039;&#039;&lt;br /&gt;
****&#039;&#039;Only equipped by MEC troopers&#039;&#039;&lt;br /&gt;
****&#039;&#039;Risk of catastrophic overheating precludes suppression with this weapon&#039;&#039;&lt;br /&gt;
** Primary Weapon: &#039;&#039;&#039;[[Railgun (EU2012)|Railgun]]&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;This high-powered, recoiless slugthrower can be fired in short bursts to devastating effect, although the sizes of its housing and power supply require it to be mounted on a MEC. Prior to our research on heavy lasers, we had no access to a small enough power source.&#039;&#039; &lt;br /&gt;
***Research required: Heavy Lasers. Cost: Alien Alloys, 10 Engineers.&lt;br /&gt;
***Tactical Info&lt;br /&gt;
****&#039;&#039;Effective range: Medium; 6-8 base damage, 10% critical chance, 11-13 critical damage)&#039;&#039;&lt;br /&gt;
****&#039;&#039;Miniaturized power supply derived from laser tech.&#039;&#039;&lt;br /&gt;
****&#039;&#039;Only equipped by MEC troopers&#039;&#039;&lt;br /&gt;
****&#039;&#039;Risk of catastrophic overheating precludes suppression with this weapon&#039;&#039;&lt;br /&gt;
** Primary Weapon:  &#039;&#039;&#039;[[Particle Cannon (EU2012)|Particle Cannon]]&#039;&#039;&#039;&lt;br /&gt;
====MEC Suits====&lt;br /&gt;
* There are 3 tiers of MEC Suits which can be customized, each unlocks achoice between two new tactical subsystems, allowing for 8 different builds of MEC Suits [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/]:&lt;br /&gt;
** &#039;&#039;&#039;[[Warden (EU2012)|Warden]]&#039;&#039;&#039; (Tier I):&lt;br /&gt;
*** Cost: §25, 40 Meld&lt;br /&gt;
*** Tactical Subsystems: &lt;br /&gt;
****&#039;&#039;&#039;[[Kinetic Strike Module (EU2012)|Kinetic Strike Module]]&#039;&#039;&#039; - &#039;&#039;A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility.&#039;&#039; (&#039;&#039;A melee attack that deals 12 [[Damage (EU2012)|damage]] to enemies and can destroy cover&#039;&#039;).&lt;br /&gt;
****&#039;&#039;&#039;[[Flamethrower (EU2012)|Flamethrower]]&#039;&#039;&#039; - &#039;&#039;Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area.&#039;&#039; (&#039;&#039;Does 9 fire damage to units in the damage cone, and splits to 1 extra tile at cone&#039;s edge. Causes panic to enemies and sets fire to the environment.&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;[[Sentinel (EU2012)|Sentinel]]&#039;&#039;&#039; (Tier II) - requires [[UFO Power Source (EU2012)|UFO Power Source]] research:&lt;br /&gt;
*** Upgrade cost: 32§, 60 Meld units, 10 Engineers.&lt;br /&gt;
*** Tactical Subsystems: &lt;br /&gt;
****&#039;&#039;&#039;[[Grenade Launcher (EU2012)|Grenade Launcher]]&#039;&#039;&#039; - &#039;&#039;MECs can make for their lack of thrown grenade capability with a long-range grenade launcher.&#039;&#039; (deals 4 damage)&lt;br /&gt;
****&#039;&#039;&#039;[[Restorative Mist (EU2012)|Restorative Mist]]&#039;&#039;&#039; - &#039;&#039;Medikits require fine motor control; instead, the MEC can spray Restorative Mist to heal all nearby allies.&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Paladin (EU2012)|Paladin]]&#039;&#039;&#039; (Tier III):&lt;br /&gt;
*** Tactical Subsystems: &lt;br /&gt;
****&#039;&#039;&#039;[[Proximity Mines (EU2012)|Proximity Mines]]&#039;&#039;&#039; (which are smart not to detonate upon friendly units)&lt;br /&gt;
****&#039;&#039;&#039;[[Electropulse (EU2012)|Electropulse]]&#039;&#039;&#039; (electric charge that can disable enemy robotic units).&lt;br /&gt;
&lt;br /&gt;
====MEC Abilities====&lt;br /&gt;
* [[MEC Trooper (EU2012)|MEC]]&#039;s [[Abilities (EU2012)|skill tree]] ((also called &#039;&#039;&#039;Base Augments&#039;&#039;&#039;) is divided into two categories: Fire Support (offense) and Survivability (defense).&lt;br /&gt;
* Up being coverted the MECs gain a Bonus ability that depends on the former [[Classes (EU2012)|class]] of the converted [[Soldiers (EU2012)|soldier]]. The following distribution is based on the abilities icons on this video [http://uk.ign.com/videos/2013/10/23/xcom-enemy-within-preview-commentary-2].&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]] - &#039;&#039;&#039;Body Shield&#039;&#039;&#039; - &#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; - &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; - &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
** [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; - &#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
* Further MEC abilities disclosed:&lt;br /&gt;
** Squaddie: &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; (allows to target terrain, costs a full clip of ammo)&lt;br /&gt;
** Corporal&lt;br /&gt;
*** &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; - &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; - &#039;&#039;Confers +15 Defense when in Overwatch.&#039;&#039;&lt;br /&gt;
** Sergeant&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;&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;.&lt;br /&gt;
** Lieutenant&lt;br /&gt;
*** &#039;&#039;&#039;One For All&#039;&#039;&#039; - &#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039; - &#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
** Captain&lt;br /&gt;
*** &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; - &#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; - &#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
** Major&lt;br /&gt;
*** &#039;&#039;&#039;Overdrive&#039;&#039;&#039; - &#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
** Colonel&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;&lt;br /&gt;
*** &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; - &#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The MEC Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new units, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a 6 damage reducing shield [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10562-PAX-2013-XCOM-Enemy-Within-Hands-On-Preview?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;t die if the merger is killed). Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. Mechtoids replace Sectoids as the game progresses.&lt;br /&gt;
* In another [http://www.2kgames.com/blog/community-2k-exclusive-developer-blog-the-mechtoid post] at the 2K forums, Ananda Gupta has revealed more details about the Mechtoid: &lt;br /&gt;
** The shield reduces all incoming [[Weapons (EU2012)|weapons]] damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized [[Aliens (EU2012)|alien]]. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 [[Mech Core (EU2012)|Mech Core]].&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to MECs and [[S.H.I.V. (EU2012)|S.H.I.V.s]]) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of [[Meld (EU2012)|Meld]].&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] and has been revealed on his video [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight] to be some sort of a biomechanic floating squid, somewhat similar in concept to TFTD&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** Seekers have a new AI, designed as hit and run units that will use their stealth (aka Cloak) to approach lone [[Soldiers (EU2012)|soldiers]] (such as [[Sniper (EU2012)|Snipers]] with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take [[Damage (EU2012)|damage]] each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a ranged plasma attack. &lt;br /&gt;
** Seekers are immune to the [[Flamethrower (EU2012)|Flamethrower]] and arrive during April. They can be detected through the Battle Scanner and the Biometric Skin mod. The Cloak depletes during movement, behaving rather like the flight mode of [[Archangel Armor (EU2012)|Archangel Armor]] than the cloak of [[Ghost Armor (EU2012)|Ghost Armor]].[http://www.cinemablend.com/games/XCOM-Enemy-Within-Make-You-Fear-Seeker-59134.html]&lt;br /&gt;
***This last characteristic can also flavor mobile [[Squads (EU2012)|squad]] tactics rather than fighting from a fixed position since it forces Seekers to spend more of their Cloaking ability to approach a soldier and risk running out of cloak upon open sight of your troops. That is, assuming soldiers are running away from the hidden Seeker rather than towards it.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;s Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strangle [[Abilities (EU2012)|ability]] cannot be used when the Seeker is visible, and it is the only [[XCOM (EU2012)|XCOM]] enemy that can occupy the same space as another unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Other Alien Changes===&lt;br /&gt;
* The first Mech [[Aliens (EU2012)|alien]] was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the Muton&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and [[Sectopod (EU2012)|Sectopods]] will be also improved to balance the addition of the new features. Sectopod changes have been confirmed in later  [http://xcom.wikia.com/wiki/User_blog:Pseudobread/XCOM:_Enemy_Within_Community_Question_Answers interview], stating that they get a new passive [[Abilities (EU2012)|ability]] called &#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; which will cut all incoming damage in half.&lt;br /&gt;
* Additionally, AI for old enemy types has been slightly tweaked.&lt;br /&gt;
* Existing aliens are getting more &amp;quot;death&amp;quot; animations as development team had to create a new set of [[MEC Trooper (EU2012)|MEC]] related death sequences &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[EXALT (EU2012)|EXALT]] (New Faction)==&lt;br /&gt;
[[Image:EXALT Insignia (EU2012).png|right|200px|EXALT insignia]]&lt;br /&gt;
*EXALT is a new global human threat. They will carry out anti-[[XCOM (EU2012)|XCOM]] operations until their [[EXALT Base (EU2012)|base]] is found and destroyed.&lt;br /&gt;
*EXALT is a paramilitary secret society that seeks to use [[Alien Life Forms (EU2012)|alien]] tech to enrich and technologically change themselves and gain world domination.&lt;br /&gt;
*EXALT wants the aliens to genetically perfect mankind and sees [[XCOM (EU2012)|XCOM]] as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and instead and disrupt XCOM efforts&#039;s to fight the invasion. [http://uk.ign.com/videos/2013/10/09/x-com-enemy-within-hands-on-covert-ops-mission-vs-exalt]&lt;br /&gt;
*Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission.&lt;br /&gt;
*The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level. &lt;br /&gt;
===EXALT in-game Briefing===&lt;br /&gt;
#EXALT operates with cells. Initiate covert ops missions to neutralize individual cells. Eliminating those cells will recover intel you will need to locate the EXALT base. &lt;br /&gt;
#EXALT cells are not always visible. Purchase an intel scan to reveal them. Hidden cells can hurt XCOM or the countries they are operating in.&lt;br /&gt;
#EXALT operates with cells. Initiate covert ops missions to neutralize individual cells. Eliminating those cells will recover intel you will need to locate the EXALT base. &lt;br /&gt;
===EXALT Operations===&lt;br /&gt;
[[Image:Security Breach Trailer 1 (EU2012).png|right|300px|Security Breach Trailer]]&lt;br /&gt;
*Intel scans cost 50§ (and slowly increase) and will reveal any additional cells to the ones already revealed. &lt;br /&gt;
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations. &lt;br /&gt;
*After a while an exposed EXALT cell will relocate to another country and become hidden.  &lt;br /&gt;
*Hidden EXALT cells can conduct 3 types of operations:&lt;br /&gt;
**Propaganda - Increases Panic on the targeted country.&lt;br /&gt;
**Sabotage - Reduces XCOM&#039;s money supply.&lt;br /&gt;
**Research Hack - Slow down XCOM&#039;s current [[Research (EU2012)|research]].&lt;br /&gt;
* Also, if you turn down an [[Alien Abductions (EU2012)|abduction]] in Africa and there&#039;s an exposed EXALT cell on that country then the resulting panic from the Abduction will be further increased.&lt;br /&gt;
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks.&lt;br /&gt;
&lt;br /&gt;
===[[Covert Operations (EU2012)|Covert Operations]] Missions===&lt;br /&gt;
* To stop a revealed EXALT cell, XCOM may perform a Covert Mission on the country where the cell is based.&lt;br /&gt;
* There are two types of Covert Missions, Cover Extraction and Covert Data Recovery, with about 10 [[Maps (EU2012)|maps]] for each type (20 total). &lt;br /&gt;
* The mission consists of two parts, the insertion of the Covert Operative (through the [[Situation Room (EU2012)|Situation Room]]) and later its extraction through a tactical [[Missions (EU2012)|mission]].&lt;br /&gt;
. If the tactical mission is ignored after the XCOM [[Soldiers (EU2012)|soldier]] is inserted, the Covert Operative will be lost.&lt;br /&gt;
* There&#039;s no [[Meld (EU2012)|Meld]] in Covert Missions maps.&lt;br /&gt;
* If the Covert Mission is a failure the EXALT cell will disappear and go into hiding into another country.&lt;br /&gt;
&lt;br /&gt;
===[[Covert Operative (EU2012)|Covert Operative]] Deployment===&lt;br /&gt;
[[Image:Security Breach Trailer 2 (EU2012).png|right|300px|Security Breach Trailer]]&lt;br /&gt;
&#039;&#039;&#039;Covert Operative in-game Briefing&#039;&#039;&#039;&lt;br /&gt;
# Covert operatives are limited to pistols; pistol tech and [[Foundry (EU2012)|Foundry]] upgrades may be useful. &lt;br /&gt;
# Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
# [[Heavy (EU2012)|Heavy]] soldiers and [[MEC Trooper (EU2012)|MEC Troopers]] are ineligible for covert ops duty.&lt;br /&gt;
* With only a [[Pistol (EU2012)|Pistol]] as a weapon, Covert Operatives will depend a lot on their specific [[Classes (EU2012)|class]] [[Abilities (EU2012)|abilities]] like Low Profile, Sprinter or Lightning Reflexes.&lt;br /&gt;
* Operatives deploy with no armor and only 1 item slot, but they can be upgraded to 2 item slots if the necessary [[Foundry (EU2012)|Foundry]] upgrade is purchased. &lt;br /&gt;
* Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
====[[Covert Extraction (EU2012)|Covert Extraction]]====&lt;br /&gt;
[[Image:Covert Extraction (EU2012).jpg|300px|right|Covert Extraction]]&lt;br /&gt;
* During the mission there will be 4 Transponders present on the [[Maps (EU2012)|map]], and 2 specific ones (they will be marked) will have to be hacked by your covert operative.&lt;br /&gt;
* EXALT will try to capture Transponders as well, and if they successfully capture 2 the mission will be a failure for XCOM.&lt;br /&gt;
* After the operative hacks the 2 specific Transponders it will have to get back to the extraction area for the mission to be complete.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
====[[Covert Data Recovery (EU2012)|Covert Data Recovery]]====&lt;br /&gt;
[[Image:Covert Data Recovery (EU2012).jpg|300px|right|Covert Data Recovery]]&lt;br /&gt;
&#039;&#039;&#039;Mission Briefing&#039;&#039;&#039;&lt;br /&gt;
#The covert operative has finished setting up the encoder and transmitter, but EXALT is inbound. Protect the intel assets by eliminating all EXALT forces in the AO.&lt;br /&gt;
# Protect Intel assets (encoder and transmiter). Encoder can be used by EXALT to determine location of the Transmitter. The transmitter is  the key of the mission. &lt;br /&gt;
# EXALT Comm Arrays can be hacked by the operative to delay EXALT&#039;s operations and slow down their offense.&lt;br /&gt;
# Your Covert Operative is not essential&lt;br /&gt;
&lt;br /&gt;
* During the mission there will be both an Encoder and a Transmitter located on the map with a marked area around both. XCOM&#039;s Covert Operative will be close to the Transmitter. &lt;br /&gt;
* EXALT will first try to gain control of the Encoder for 3 turns, by having one of its agents on the marked area encircling it, without any XCOM soldiers also present on the area. &lt;br /&gt;
* After EXALT gains control of the Encoder, it will know the location of the Transmitter and will try also to place 1 agent on the marked area around it for 3 turns. If EXALT is successful in controlling the Transmitter, the mission will be a failure.&lt;br /&gt;
* The player will be warned whenever an EXALT agent enters any of the marked areas, with counters indicating the number of turns remaining for EXALT to control those marked areas. &lt;br /&gt;
* Besides the Encoder and Transmitter, there will be EXALT Comm Arrays on the area. If the Covert Operative reaches one of those Arrays, it can hack EXALT&#039;s agents, causing all their hand weapons to jam for 1 turn.&lt;br /&gt;
* Survival of the Covert Operative is not required for mission success. Those Rookies may look good on the Covert Operative&#039;s new jacket look...&lt;br /&gt;
&lt;br /&gt;
====[[EXALT Base Assault (EU2012)|EXALT Base Assault]]====&lt;br /&gt;
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ. &lt;br /&gt;
* Once you get 3 clues you may make an accusation (raid) against a country. &lt;br /&gt;
* If the accusation is correct then you&#039;ll assault EXALT&#039;s [[EXALT Base (EU2012)|base]] and end their menace for good. &lt;br /&gt;
* If you&#039;re wrong the country will leave the council. You can get additional clues to narrow it to a single country. Some examples of clues:&lt;br /&gt;
**&amp;quot;The EXALT base is not in a English speaking country&amp;quot;&lt;br /&gt;
**&amp;quot;The EXALT base is not in Africa&amp;quot;&lt;br /&gt;
* If you accuse a country which already left the council, the penalty for guessing wrong is a continent-wide panic increase.&lt;br /&gt;
&lt;br /&gt;
===EXALT forces===&lt;br /&gt;
[[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]]&lt;br /&gt;
* EXALT operates with a similar [[Classes (EU2012)|class]] structure as [[XCOM (EU2012)|XCOM]], fielding 4 types of soldiers: [[EXALT Sniper (EU2012)|Sniper]], [[EXALT Heavy (EU2012)|Heavy]], [[EXALT Operative (EU2012)|Operative]] (like Assault) and [[EXALT Medic (EU2012)|Medic]].&lt;br /&gt;
* Later there will be Elite versions of all classes, using additional tech improvements. &lt;br /&gt;
* EXALT weaponry will be conventional at first but they will also upgrade their weapons to Laser/Plasma and use [[Gene Mods (EU2012)|Gene Mods]] to enhance their units.&lt;br /&gt;
* They however do not gain [[MEC Trooper (EU2012)|MECs]]&lt;br /&gt;
* EXALT agents can&#039;t be captured since they&#039;ll suicide with a syringe if hit by an [[Arc Thrower (EU2012)|Arc Thrower]]. Their weapons however can be recovered and used instead of XCOM&#039;s models or sold at the Grey Market for §1 each.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XCOM Changes==&lt;br /&gt;
===Classes===&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; has now been redesigned to - &#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;
**You can run up to an enemy shoot it and then run back into [[Cover (EU2012)|cover]].&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; [[Aim (EU2012)|aim]] penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives [[Critical Hits (EU2012)|Critical Damage]] if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to [[Frag Grenade (EU2012)|Grenades]], [[Arc Thrower (EU2012)|Arc Thrower]], [[Medikit (EU2012)|Medikits]] or any other item with limited uses.&lt;br /&gt;
* [[Soldiers (EU2012)|Soldier]] progression has been delayed to balance the new MECs and [[Gene Mods (EU2012)|GMods]].&lt;br /&gt;
* [[Heavy (EU2012)|Heavy&#039;s]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* [[S.H.I.V. (EU2012)|S.H.I.V.s]] can also be further [[Foundry (EU2012)|upgraded]], based on the new MEC [[Abilities (EU2012)|abilities]].&lt;br /&gt;
===Medals===&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;confirmed through the new Steam [[Achievements (EU2012)|achievements]]&#039;&#039; and on this [http://www.polygon.com/2013/10/23/4867186/making-heroics-matter-making-death-sadder-in-xcom-enemy-within article]. They appear as a new option in the Barracks menu. &lt;br /&gt;
* Medals will be received upon completing certain objectives in missions. &lt;br /&gt;
* The name of the medals can be changed and there will be a choice between 2 options that will increase the soldier&#039;s stats upon receiving it.&lt;br /&gt;
* Names and Types of Medals:&lt;br /&gt;
** &#039;&#039;&#039;Urban Combat Badge&#039;&#039;&#039; - &#039;&#039;+5 Defense when in cover&#039;&#039; or &#039;&#039;+5 Aim against enemies in full cover&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Defender&#039;s Medal&#039;&#039;&#039; - &#039;&#039;Never panic as result of allies getting wounded or killed&#039;&#039; or &#039;&#039;Medikits and Restorative Mists heal 2 HP more when used on this soldier&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;International Service Cross&#039;&#039;&#039; - &#039;&#039;+2 Will per different nationality in the squad&#039;&#039; or &#039;&#039;+2 Aim per continent bonus XCOM has earned&#039;&#039;. &lt;br /&gt;
** &#039;&#039;&#039;Council Medal of Honor&#039;&#039;&#039; - &#039;&#039;Provides 10 Aim and Critical Chance if not within 7 tiles of an allied unit&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===New Items===&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; - &#039;&#039;A variant on the Frag Grenade, this weapon does equivalent damage over a much larger area but the projectiles cannot damage cover. Thus units in cover related to the center of the blast area will be unaffected.&#039;&#039; - Requires [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] research, cost to manufacture: 2 Chryssalid Corpses, 7 Engineers.&lt;br /&gt;
**Tactical Info: &lt;br /&gt;
***&#039;&#039;Increased blast radius compared to standard frag grenade&#039;&#039; &lt;br /&gt;
***&#039;&#039;Like frag grenade gives 3 base explosive damage to units in radius&#039;&#039;&lt;br /&gt;
***&#039;&#039;Units in cover relative to center of blast radius will not take damage&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; - &#039;&#039;Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039; uses synthesized [[Thin Man (EU2012)|Thin Man]] poison, it last for 1 to 3 turns and effects all units within it radius with the exception of robotic units who are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Ghost Grenade (EU2012)|Ghost Grenade]]&#039;&#039;&#039; [http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt 9:14]&lt;br /&gt;
** &#039;&#039;This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them.&#039;&#039;&lt;br /&gt;
** Gives friendly units the [[Abilities (EU2012)|ability]] to become invisible for a turn.&lt;br /&gt;
** Requires Seeker Autopsy Research.&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area.&#039;&#039;&lt;br /&gt;
** Can be thrown on the [[Maps (EU2012)|map]] into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks [[Aliens (EU2012)|aliens]] into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less acurate at long range. The rounds will not work with pistols, though.&#039;&#039;&lt;br /&gt;
**Cost: 6 Engineers&lt;br /&gt;
**Tactical Info:&lt;br /&gt;
*** &#039;&#039;Affects conventional weapons only&#039;&#039;&lt;br /&gt;
*** &#039;&#039;Adds 20% to critical chance against organic targets&#039;&#039;&lt;br /&gt;
*** &#039;&#039;Doubles the weapon&#039;s range penalty&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implant (EU2012)|Respirator Implant]]&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;We can fabricate a module that will automatically detect chemical and physical threats to a soldier&#039;s oxygen supply, and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all of XCOM&#039;s armor designs.&#039;&#039;&lt;br /&gt;
** Tactical Info:&lt;br /&gt;
***&#039;&#039;Confers immunity to poison and Strangle&#039;&#039;&lt;br /&gt;
***&#039;&#039;Confers 2 extra health&#039;&#039;&lt;br /&gt;
** Requires Seeker Autopsy Research.&lt;br /&gt;
===[[Foundry (EU2012)|Foundry]] Changes===&lt;br /&gt;
* The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab. &lt;br /&gt;
====New Projects====&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Module&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039;&lt;br /&gt;
** &#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;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039;&lt;br /&gt;
** Requires [[Mech Core (EU2012)|Mech Core]] [[Research (EU2012)|research]]. Cost: §300, 20 Elerium, 40 Alloys, 20 Engineers&lt;br /&gt;
** &#039;&#039;The invaders 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 [...]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;&lt;br /&gt;
** Requires Mech Core research. Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers&lt;br /&gt;
** &#039;&#039;After a careful examination we&#039;ve been able to replicate the articulated joints of the Mechtoid, allowing for mobility improvements on both our cybersuits and SHIV Units.&#039;&#039;&lt;br /&gt;
===Officer Training School===&lt;br /&gt;
* The &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; perk has been removed, due to the addition of the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; Gene Mod. &lt;br /&gt;
* Instead there&#039;s a new ability: &#039;&#039;&#039;Lead By Example&#039;&#039;&#039; (§50 cost) - &#039;&#039;The squad leader substitutes his or her Will for that of all nearby lower Will squadmates&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]].&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed [[UFOs (EU2012)|UFOs]] in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the previously announced Progeny DLC (which will now be included with EW). &lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there will be 47 new maps.&lt;br /&gt;
* Snow covered map is clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight Polygon video] and has been confirmed to be used in the final Progeny [[Missions (EU2012)|mission]].&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a Bank, Ice Cream Shop, Road House, Coffee Shop, Construction Site and a new Truck Stop.&lt;br /&gt;
* The EXALT demo also revealed a new Tire Shop map (both for [[Alien Abductions (EU2012)|Abductions]] and [[Covert Operations (EU2012)|Covert Operations]] missions) and an unnamed rainy outdoors map which looks like a combination of forest and construction environments.&lt;br /&gt;
* One of the new Council missions appears to be on a coastal whaling station.  &lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]). It is not known yet whether &amp;quot;entry&amp;quot; animations will be randomized or whether they will be fixed per map.&lt;br /&gt;
* The [[Museum (EU2012)|Museum]] map has been changed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Missions===&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
[[Image:Annette (EU2012).png|right|300px|Annette on the Security Breach trailer]]&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new [[The Council (EU2012)|Council]] campaign like [[Slingshot DLC (EU2012)|Slingshot]] will be included with Enemy Within.&lt;br /&gt;
* Both Slingshot and Progeny can be played on the same playthrough. &lt;br /&gt;
* Gupta also said that the Progeny narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
** Progeny introduces [[Annette (EU2012)|Annette]], a French character who is kidnapped from French protection by [[EXALT (EU2012)|EXALT]], and the 3 missions involving her will include both EXALT and the [[Aliens (EU2012)|Aliens]] at some point.&lt;br /&gt;
**Annette has a [[Psionic (EU2012)|special power]] that makes her interesting to [[XCOM (EU2012)|XCOM]], the aliens and EXALT. Annette seems to appear on the Security Breach [http://www.youtube.com/watch?v=fd9CmpLZVMI trailer].&lt;br /&gt;
* If the operation is successful Annette can become a [[Soldiers (EU2012)|soldier]] that the player can control, like [[Shaojie Zhang (EU2012)|Zhang]] on [[Slingshot DLC (EU2012)|Slingshot]].&lt;br /&gt;
** There is a possibility that she may not always be recruited after the Operation.&lt;br /&gt;
* The first [[Missions (EU2012)|mission]] will be in April and the last two will be in &amp;quot;interesting places&amp;quot;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=150px perrow=3&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|EXALT symbol on the EW trailer&lt;br /&gt;
Image:EXALT Agents 1.jpg|EXALT Agents&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====XCOM HQ Base Defense====&lt;br /&gt;
*Base Defense against the aliens has been confirmed on this [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game video] and this [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ one].&lt;br /&gt;
*While scanning for activity sections of the XCOM HQ will start being attacked by humans and you&#039;ll have to defend against an alien attack using a random group of soldiers consisting combat veterans and rookies (base security personnel). A section of the base has been cut off and you&#039;ll have to defend it from the aliens until reinforcements can arrive. The aliens will attack in waves.&lt;br /&gt;
*If you lose the mission you&#039;ll lose the game. [http://uk.ign.com/videos/2013/10/23/xcom-enemy-within-preview-commentary-2 IGN video], around 40:00. &lt;br /&gt;
*Your combat soldiers will be equipped with what they have at the moment in the Barracks for their last mission and the base security will have conventional weapons. You&#039;ll get 3 waves of reinforcements each time the security door is opened. &lt;br /&gt;
*The aliens will invade Delta section through 4 locations: Command Center/Rear Guard Station/Mech Bay/Forward Access Tunnel&lt;br /&gt;
*At the end of the mission Bradford will comment that &amp;quot;we still need to find how this was possible&amp;quot;, which may imply a new story subarc related to the Base Defense mission. &lt;br /&gt;
*&#039;&#039;&#039;Mission Briefing&#039;&#039;&#039; - Operation Ashes and Temples&lt;br /&gt;
**&#039;&#039;The invaders have infiltrated XCOM HQ in unknown numbers. Limited reinforcements, including XCOM Base Security personnel, are available. Failure will mean the end of XCOM. &lt;br /&gt;
*&#039;&#039;&#039;Mission Objectives&#039;&#039;&#039;&lt;br /&gt;
**Eliminate all alien forces within XCOM HQ&lt;br /&gt;
***Reinforcements are currently unavailable&lt;br /&gt;
***Latest alien wave in *location*.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=100px perrow=3&amp;gt;&lt;br /&gt;
File:Base Defense 1 (EU2012).png|The Ethereal seems about to escape Alien Containment&lt;br /&gt;
File:Base Defense 3 (EU2012).png|The Skyranger gets thrashed&lt;br /&gt;
File:Base Defense 2 (EU2012).png|Bradford about to shoot a mind controlled XCOM technician&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Council Missions====&lt;br /&gt;
* &#039;&#039;&#039;Site Recon&#039;&#039;&#039; - &#039;&#039;Our sources indicate a developing incident in Newfoundland, up the coast from St. John&#039;s. A fishing village has gone dark: reports from intel sources suggest alien involvement. We should send a team to investigate the site and figure out what happened.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There will be an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|squad]] lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalisation applies to soldiers [[Nicknames (EU2012)|nicknames]] as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&lt;br /&gt;
* [[Memorial (EU2012)|Memorial]] (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** [[MEC Trooper (EU2012)|MEC Troopers]] have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors.&lt;br /&gt;
===Advanced Options===&lt;br /&gt;
Before starting a game it is possible to choose between a number of options:&lt;br /&gt;
*&#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Meld Tutorial&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Operation Slingshot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Operation Progeny&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ironman&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039; - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===New [[Second Wave (EU2012)|Second Wave]] options===&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks from other classes [http://www.digitalspy.co.uk/gaming/news/a510568/xcom-enemy-within-preview-mechs-and-genetic-mods-in-new-expansion.html]. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to [[Flanking (EU2012)|flank]] an [[Aliens (EU2012)|alien]], the more its [[Cover (EU2012)|cover]] bonus declines (works also against your soldiers).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into [[Overwatch (EU2012)|Overwatch]] when discovered. &lt;br /&gt;
===Tactical Changes===&lt;br /&gt;
* Non-Cover Aliens ([[Sectopod (EU2012)|Sectopod]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Mechtoid (EU2012)|Mechtoid]]) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].&lt;br /&gt;
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire will be less deadly.&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes will be slightly increased, [http://www.nowgamer.com/news/2052890/xcom_enemy_within_will_be_even_harder.html| according] to the developers. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* Alien starting areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the [[Outsider (EU2012)|Outsider]] starts outside a [[Small Scout (EU2012)|Small Scout]] instead of inside.&lt;br /&gt;
* The orange sound wave has been replaced with a blue one, while the orange one is now used as a Meld Locater like thing.[http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt 19:03]&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following [[Achievements (EU2012)|achievements]] were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===MECs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
===Operation Progeny===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
===EXALT===&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
===Base Defense===&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
===Council===&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&lt;br /&gt;
&lt;br /&gt;
==[[Bugs (EU2012)|Bug]] Fixes==&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help [[Mods (EU2012)|modders]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more [[Maps (EU2012)|maps]] for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
** Carter&#039;s hat is now available as a new hair style&lt;br /&gt;
* When asked if XCOM EW will include more soldier weapons like other ballistic guns etc, Ananda Gupta answered that we should be patient.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48270</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48270"/>
		<updated>2013-08-23T05:42:45Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: /* New Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister will be located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked solider, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. &lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Abilities include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers. Other abilities provide weapons and include a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc), &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;.&lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; perks. For example Sniper-turned-MEC gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. &lt;br /&gt;
* From the available footage it seems Mechs do not require [[Cover (EU2012)|Cover]] (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* New item: &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units.&lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]] upgrade that gives all classes an additional item slot.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* [[Flanking (EU2012)|Flanking]] system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and [[Sectopod (EU2012)|Sectopod]]) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class [[Abilities (EU2012)|abilities]] sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalization applies to soldiers nicknames as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48269</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48269"/>
		<updated>2013-08-23T05:40:40Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister will be located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked solider, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. &lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Abilities include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers. Other abilities provide weapons and include a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc), &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;.&lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; perks. For example Sniper-turned-MEC gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. &lt;br /&gt;
* From the available footage it seems Mechs do not require [[Cover (EU2012)|Cover]] (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* New item: &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units.&lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]] upgrade that gives all classes an additional item slot.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* [[Flanking (EU2012)|Flanking]] system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and [[Sectopod (EU2012)|Sectopod]]) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class [[Abilities (EU2012)|abilities]] sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalization applies to soldiers nicknames as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48268</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48268"/>
		<updated>2013-08-23T05:39:25Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] containers need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister will be located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them. &lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Gene Mods (EU2012).png|right|300px|Gene Mods]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
* Mech Troopers can be created from any soldier but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked solider, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]]  which can be damaged and need to be repaired. &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon, along with a &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face. &lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Abilities include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and Cover &amp;amp; Squad Healing abilities to protect and heal other soldiers. Other abilities provide weapons and include a &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc), &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units and a &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;.&lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; perks. For example Sniper-turned-MEC gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. &lt;br /&gt;
* From the available footage it seems Mechs do not require [[Cover (EU2012)|Cover]] (they can&#039;t be flanked) since the cover shield is never seen. This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed Mech versions, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a damage reducing shield (but it won&#039;t die if the merger is killed).&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* Two new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint. Another report mentions also a Poison Grenade. &lt;br /&gt;
* New item: &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units.&lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives twice as many charges to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]] upgrade that gives all classes the ability to use twice an item.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* [[Flanking (EU2012)|Flanking]] system has been reworked with Aiming Angle (new Second Wave option): the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** Non-cover aliens (Mechtoid and [[Sectopod (EU2012)|Sectopod]]) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
** Randomize all Class [[Abilities (EU2012)|abilities]] sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Squad Sight.&lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to flanking an enemy the more their cover bonus declines &lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalization applies to soldiers nicknames as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen.&lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding cars issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s now at least two new map settings that deal with crashed UFOs in a destroyed city and in a Farm.&lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there will be 47 new maps.&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=45755</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=45755"/>
		<updated>2013-04-20T08:38:32Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and who had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced difficulty levels.&lt;br /&gt;
&lt;br /&gt;
==Starting Options==&lt;br /&gt;
* &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - Weapons have a much wider range of damage&lt;br /&gt;
** Does not apply to explosives.&lt;br /&gt;
** Damage range is doubled, i.e. an Assault Rifle with a 3 damage stat can deal up to 1-6 normal damage or 1-9 critical. &lt;br /&gt;
* &#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual council members is randomized.&lt;br /&gt;
* &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
** Range of Aim: 55~80. (normally 65), Range of Movement: 11~13 (normally 12), Range of Will: 25~60 (normally 40)&lt;br /&gt;
* &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a soldier is promoted, their stats will increase randomly.&lt;br /&gt;
** HP gain is randomized too. Soldier may gain HP at a rank they normally don&#039;t, or don&#039;t gain any when they normally would.&lt;br /&gt;
&lt;br /&gt;
==Unlocked after winning on Normal or higher difficulty==&lt;br /&gt;
* &#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
** -15 aim with light wound, -30 with heavy wound.&lt;br /&gt;
** Even 1 point of damage is considered as light wound, even though that HP is from armor.&lt;br /&gt;
** Movement is impaired by wound too.&lt;br /&gt;
** Debuff is not cured with Medikit heal.&lt;br /&gt;
* &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a critical hit.&lt;br /&gt;
** Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
** Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
* &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of psionics can only be learned by interrogating a psionic alien.&lt;br /&gt;
* &#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
** Time for research: *3, Time for facilities building: *2, Cost of items and facilities: *2, Days in infirmary: *2.&lt;br /&gt;
** Item requirement for researches, foundry upgrades, cost of soldiers, interceptor costs, OTC upgrade costs remains the same.&lt;br /&gt;
** Alien progress is slowed too. For example, first Mutons and Abductor UFOs show up in June, rather than May.&lt;br /&gt;
** Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
&lt;br /&gt;
==Unlocked after winning on Classic or higher difficulty==&lt;br /&gt;
* &#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
** Funding is cut by 20% from countries with level 4 panic, 40% when it&#039;s level 5.&lt;br /&gt;
* &#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
** This means the number of engineers or scientists (2 to 6) and amount of credit you get is randomized. You can see the rewards before launching the mission.&lt;br /&gt;
* &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of satellites increases with every one that is built.&lt;br /&gt;
** This adds engineer requirement to make satellites too.&lt;br /&gt;
** Cost goes up when you complete satellites, so try to make multiple satellite at once to save money.&lt;br /&gt;
* &#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The psionic gift is extremely rare.&lt;br /&gt;
&lt;br /&gt;
==Unlocked only after winning Impossible==&lt;br /&gt;
* &#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from soldiers who die in combat.&lt;br /&gt;
* &#039;&#039;&#039;War Wariness&#039;&#039;&#039; - Overall funding levels drop inexorably with every month that passes.&lt;br /&gt;
* &#039;&#039;&#039;E-115&#039;&#039;&#039; - Elerium stores will degrade over time.&lt;br /&gt;
** Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5hrs and 13mins.)&lt;br /&gt;
* &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
** Power cost of all facilities are doubled. Base power (30 on classic) is doubled too, but power generators make same power.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=45656</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=45656"/>
		<updated>2013-04-16T03:35:04Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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 || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 3 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&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 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 SCOPE and SCOPE upgrade.&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to Snipers, then to shotgun wielding Assault soldiers (for overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the Heavy class due to them being replaced by rocket launchers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 3  || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA ||align=&amp;quot;center&amp;quot; | Large || 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; | 5  || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 5  || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 7  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, Assault and Support clases, 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, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher aim bonus at closer range relative to 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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after ammo conversation upgrade), compare to rifle&#039;s 4/8 rounds. This means LMG is less efficient at suppression (1/3) compare to support&#039;s rifle supression (2/4).&lt;br /&gt;
* All tiers of SHIV carry the LMG / heavy laser / heavy plasma with similar stats and ammo count.&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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and 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 to have the Squad Sight ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a Battle Scanner are counted as being in the throwing sniper&#039;s own vision for firing purposes(if they don&#039;t have Squad Sight, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability with a -20% aim penalty).&lt;br /&gt;
* Unlike other weapons (rifle, LMG, shotgun). Sniper rifles will receive a 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;
{| 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 !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || 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; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 8 || 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; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &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; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&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 !! Range !! Blast Radius !! Size !! 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; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || 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; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || 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; |[[Plague (EU2012)|Poison Spit]]|| align=&amp;quot;center&amp;quot; | ?  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; |0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&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; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || 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; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 10  || 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; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&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;
{| 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 !! Range !! Blast Radius !! Size !! 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; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || 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; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || 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; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
&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 !! Range !! Blast Radius !! Size !! 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Low_Friends_(EU2012)&amp;diff=44832</id>
		<title>Low Friends (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Low_Friends_(EU2012)&amp;diff=44832"/>
		<updated>2013-02-26T03:18:22Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LowFriends.png|right|frame|Low Friends loading screen]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
* Council ([[Friends in Low Places (EU2012)|Escort Zhang]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Dimensions&#039;&#039;&#039;&lt;br /&gt;
* Length: ? tiles&lt;br /&gt;
* Width: ? tiles&lt;br /&gt;
* Height: 4 tiles&lt;br /&gt;
* Total map area: ? tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* Starting Location&lt;br /&gt;
* Notable Locations&lt;br /&gt;
* Sneaking left along the elevated walkway ensures that you have the high ground and makes it easier to deal with the Chryssalids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LowFriends1 (EU2012).png|thumb|512px|Low Friends overview]]&lt;br /&gt;
&lt;br /&gt;
[[File:LowFriends2 (EU2012).png|thumb|512px|Low Friends opposite overview]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=AlienBase01_(EU2012)&amp;diff=44831</id>
		<title>AlienBase01 (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=AlienBase01_(EU2012)&amp;diff=44831"/>
		<updated>2013-02-26T03:15:01Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AlienBase01.png|frame|Alien Base loading screen]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: this page contains major spoilers!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission&#039;&#039;&#039;&lt;br /&gt;
* Alien Base Assault (Storyline)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Dimensions&#039;&#039;&#039;&lt;br /&gt;
* Length: ? tiles&lt;br /&gt;
* Width: ? tiles&lt;br /&gt;
* Height: 4 tiles&lt;br /&gt;
* Total map area: ? tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* The Alien Base is a story mission in [[Enemy Unknown (2012) | XCOM: Enemy Unknown (2012)]]. There are two variants, [[AlienBase01]] and [[AlienBase02]]. The base layout is linear in nature.&lt;br /&gt;
* Starting location - near some Alien stasis tanks.&lt;br /&gt;
* Notable Locations&lt;br /&gt;
** A final room with high elevation platforms, a [[Sectoid (EU2012)#Sectoid_Commander | Sectoid Commander]], and a [[Hyperwave Relay (EU2012) | Hyperwave Relay]].&lt;br /&gt;
*Aliens Encountered&lt;br /&gt;
** The set of aliens in the Base will change based on which month the player chooses to assault the base. When attacking early, the base is populated mostly with [[Sectoid (EU2012) | Sectoids]]. When attacking late the base is populated with [[Muton (EU2012) | Mutons ]] and [[Chryssalid (EU2012) | Chryssalids]]. Regardless of when the base is assaulted, the final room will always contain a [[Sectoid (EU2012)#Sectoid_Commander | Sectoid Commander]]. It is common for this to be the first encounter with Psionic enemies during a playthrough.&lt;br /&gt;
&lt;br /&gt;
[[File:Alien Base01 1.png|thumb|512px| Alien Base starting area overview]]&lt;br /&gt;
[[File:Alien Base01 2.png|thumb|512px| Alien Base middle sections overview]]&lt;br /&gt;
[[File:Alien Base01 3.png|thumb|512px| Alien Base command center overview]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=AlienBase02_(EU2012)&amp;diff=44830</id>
		<title>AlienBase02 (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=AlienBase02_(EU2012)&amp;diff=44830"/>
		<updated>2013-02-26T03:14:58Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AlienBase02.png|frame|Alien Base loading screen]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: this page contains major spoilers!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission&#039;&#039;&#039;&lt;br /&gt;
* Alien Base Assault (Storyline)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Dimensions&#039;&#039;&#039;&lt;br /&gt;
* Length: ? tiles&lt;br /&gt;
* Width: ? tiles&lt;br /&gt;
* Height: 4 tiles&lt;br /&gt;
* Total map area: ? tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* The Alien Base is a story mission in [[Enemy Unknown (2012) | XCOM: Enemy Unknown (2012)]]. There are two variants, [[AlienBase01]] and [[AlienBase02]]. The base layout is linear in nature.&lt;br /&gt;
* Starting location - near some Alien stasis tanks.&lt;br /&gt;
* Notable Locations&lt;br /&gt;
** A final room with high elevation platforms, a [[Sectoid (EU2012)#Sectoid_Commander | Sectoid Commander]], and a [[Hyperwave Relay (EU2012) | Hyperwave Relay]].&lt;br /&gt;
*Aliens Encountered&lt;br /&gt;
** The set of aliens in the Base will change based on which month the player chooses to assault the base. When attacking early, the base is populated mostly with [[Sectoid (EU2012) | Sectoids]]. When attacking late the base is populated with [[Muton (EU2012) | Mutons ]] and [[Chryssalid (EU2012) | Chryssalids]]. Regardless of when the base is assaulted, the final room will always contain a [[Sectoid (EU2012)#Sectoid_Commander | Sectoid Commander]]. It is common for this to be the first encounter with Psionic enemies during a playthrough.&lt;br /&gt;
&lt;br /&gt;
[[File:Alien Base02 1.png|thumb|512px| Alien Base starting area overview]]&lt;br /&gt;
[[File:Alien Base02 2.png|thumb|512px| Alien Base middle sections overview]]&lt;br /&gt;
[[File:Alien Base02 3.png|thumb|512px| Alien Base command center overview]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sid_Meier_(EU2012)&amp;diff=43755</id>
		<title>Sid Meier (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sid_Meier_(EU2012)&amp;diff=43755"/>
		<updated>2013-01-13T06:36:08Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sid_Meier.png|right|320px]]Sid &amp;quot;Godfather&amp;quot; Meier is a unique USA [[Support_(EU2012)|support]] [[Classes_(EU2012)|class]] [[Soldiers_(EU2012)|soldier]] and [[Psionic_(EU2012)|Psionic]]. He is a Director of Creative Development for computer game developer Firaxis Games.&lt;br /&gt;
&lt;br /&gt;
After unlocking, Meier will have the following stats:&lt;br /&gt;
* HP: 20 + &#039;&#039;6&#039;&#039;&lt;br /&gt;
* Defense: 0 + &#039;&#039;10&#039;&#039;&lt;br /&gt;
* Will: 200 + &#039;&#039;20&#039;&#039;&lt;br /&gt;
* Aim: 100&lt;br /&gt;
&lt;br /&gt;
Meier loadout:&lt;br /&gt;
* [[Psi_Armor_(EU2012)|Psi Armor]]&lt;br /&gt;
* [[Plasma_Rifle_(EU2012)|Plasma Rifle]]&lt;br /&gt;
* [[Plasma_Pistol_(EU2012)|Plasma Pistol]]&lt;br /&gt;
&lt;br /&gt;
As a Colonel, he will have the following abilities:&lt;br /&gt;
*&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
** Smoke Grenade&lt;br /&gt;
* &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
** Sprinter &lt;br /&gt;
* &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
** Smoke and Mirrors&lt;br /&gt;
* &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
** Revive &lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
** Dense Smoke &lt;br /&gt;
* &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
** Deep Pockets &lt;br /&gt;
* &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
** Savior &lt;br /&gt;
&lt;br /&gt;
Sid is an outstanding psionic and has all the psi-abilities including Rift.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=41621</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=41621"/>
		<updated>2012-11-21T00:06:52Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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 || 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; | 10 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 3 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&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 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 SCOPE and SCOPE upgrade.&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to Snipers then shotgun wielding Assault soldiers (for overwatch at longer ranges).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 3  || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA ||align=&amp;quot;center&amp;quot; | Large || 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; | 5  || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 7  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, Assault and Support clases, 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, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher aim bonus at closer range relative to 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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after ammo conversation upgrade), compare to rifle&#039;s 4/8 rounds. This means LMG is less efficient at suppression (1/3) compare to support&#039;s rifle supression (2/4).&lt;br /&gt;
* All tiers of SHIV carry the LMG / heavy laser / heavy plasma with similar stats and ammo count.&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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and 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 to have the Squad Sight ability to shoot targets out of sight. &lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability with a -20% aim penalty).&lt;br /&gt;
* Unlike other weapons (rifle, LMG, shotgun). Sniper rifles will receive a 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;
{| 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 !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 3 || 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; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 9 || 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; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 21 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &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; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&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 !! Range !! Blast Radius !! Size !! 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; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || 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; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || 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; |[[Plague (EU2012)|Poison Spit]]|| align=&amp;quot;center&amp;quot; | ?  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; |0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || 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; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 11  || 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; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&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;
{| 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 !! Range !! Blast Radius !! Size !! 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; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || 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; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || 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; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
&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 !! Range !! Blast Radius !! Size !! 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; | 7  || 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 9  || 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Patches_(EU2012)&amp;diff=41287</id>
		<title>Patches (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Patches_(EU2012)&amp;diff=41287"/>
		<updated>2012-11-14T04:17:07Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Patches ==&lt;br /&gt;
&lt;br /&gt;
=== 2012-11-08 ===&lt;br /&gt;
* Abductor roof visibility problems resolved.&lt;br /&gt;
* Interception game hang issues resolved;&lt;br /&gt;
** If two interceptors are sent after UFO.&lt;br /&gt;
** If Skyranger is returning from combat after an Interceptor was already deployed.&lt;br /&gt;
* SHIV inaccessible issues resolved.&lt;br /&gt;
* AI Alien Activity Hang resolution.&lt;br /&gt;
* Multiplayer connectivity optimization.&lt;br /&gt;
* TempleShip optimization: All Soldiers properly spawn when restarting the mission after clearing the second room of TempleShip.&lt;br /&gt;
* Snapshot penalty should no longer apply when Overwatching without first moving. &lt;br /&gt;
* Easy Difficulty is now easier.&lt;br /&gt;
* Rookie HP issue is now resolved.&lt;br /&gt;
&lt;br /&gt;
=== 2012-10-12 ===&lt;br /&gt;
* Various visibility/hiding optimizations&lt;br /&gt;
* Multiplayer text chat support (J to activate)&lt;br /&gt;
* Mouse 4/5 will switch soldiers in the Barracks&lt;br /&gt;
* ESC hides the movement grid if you do not want to commit to a move while it is activated.&lt;br /&gt;
* Squad Sight ability optimization&lt;br /&gt;
* Fixed issue when equipping two grenades with Deep Pockets.&lt;br /&gt;
* Fixed Rapid Fire sometimes consuming too much ammo.&lt;br /&gt;
* SHIVs that are damaged will no longer become unusable.&lt;br /&gt;
* Fixed some hangs/soft crashes in tactical combat.&lt;br /&gt;
* Replaced software cursor with the operating system cursor to reduce lag and framerate dependence.&lt;br /&gt;
* Fixed rendering bug which causes some soldier’s hair to appear as if it is rendering on top of environment fog.&lt;br /&gt;
* 1080p movies are now used at all times on the PC.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=41136</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=41136"/>
		<updated>2012-11-12T10:02:05Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: /* Alien Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  Unlike the OTS, Foundry projects take time to complete.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic 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 base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons Platform (SHIV)===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&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 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;
===Alien Grenades===&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Alien grenades will become available in unlimited quantity, as the standard Frag Grenades.  &lt;br /&gt;
*&#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 our current frag grenades...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Medkit===&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
* Healing delivered by a single medkit charge increased from 4 to 6.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the 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;
===Improved Arc Thrower===&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate. 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;
*&#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;
===Advanced Repair===&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#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;
===S.H.I.V. Laser===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#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;
===S.H.I.V. Plasma===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#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;
===S.H.I.V. Repair===&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
===Drone Capture===&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 dmg 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;
*&#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;
===Ammo Conservation===&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;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;
===Advanced Flight===&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*Flight Research Credit applies.&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
===Advanced Construction===&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;)&lt;br /&gt;
*&#039;&#039;Currently works on ANYTHING produced via engineering(even with a time of Immediate); may be bugged.&#039;&#039;&lt;br /&gt;
*&#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;
===Improved Pistol I===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
*&#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...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol II===&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
*&#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;
===Improved Pistol III===&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
===SHIV Suppression===&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stealth Satellites===&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#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;
===S.C.O.P.E. Upgrade===&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance by 10%&lt;br /&gt;
*&#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;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41092</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=41092"/>
		<updated>2012-11-09T19:58:34Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europe&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §242&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
&lt;br /&gt;
 [[File: Humanity&#039;s_Savior.jpg]] Humanity&#039;s Savior - complete the game on any difficulty&lt;br /&gt;
 [[File: Earth_First.jpg]] Earth First - complete the game on classic difficulty&lt;br /&gt;
 [[File: No_Looking_Back.jpg]] No Looking Back - complete the game on classic or impossible difficulty in ironman mode&lt;br /&gt;
 [[File: Our_Finest_Hour.jpg]] Our Finest Hour - complete the game on impossible difficulty&lt;br /&gt;
 &lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ starts 42 units of power.&lt;br /&gt;
* XCOM HQ starts with an Officer Training School.&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens hesitate to use special abilities and throw grenades&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* No more than 5 Aliens at a time may engage the player in tactical mission&lt;br /&gt;
* Alien AI is limited (aliens can skip their turn, run away or take suboptimal moves for no reason)&lt;br /&gt;
* Soldiers have standard 5 hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* XCOM HQ has 35 units of starting power.&lt;br /&gt;
* XCOM HQ starts with an Officer Training School.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* Country with unchecked abduction gets 2 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are more alien packs per mission and bigger chance of a pack having more aliens (up to 3).&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intentionally)&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power&lt;br /&gt;
* XCOM HQ has no Office Training School at the start; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite&lt;br /&gt;
*Satellite coverage over continents such as scientists and engineers are smaller&lt;br /&gt;
. Eg. Full coverage over Europe grants 4 scientist on classic but on normal it grants 8 for full satellite coverage&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* Country with unchecked abduction gets 3 panic, other countries on that continent get 1 panic&lt;br /&gt;
* There are even more aliens per mission and even bigger chance of a pack having more aliens (up to 3)&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Compared to Classic, most notable change is +1 Health and +10 Aim of Sectoids, and +2 Health of Thin Men and Floaters, which provides for a huge difficulty increase on the first months of the game.&lt;br /&gt;
* Alien AI is unshackled (aliens can still run away in fear or put themselves in bad position sometimes due to AI not cheating and having to guess where your units are, but will never take an unoptimal move intendedly)&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
* Aliens are also not limited in terms of how many &amp;quot;heavy&amp;quot; units they can bring on the mission (like, 3 Sectopods at once is pretty common, unlike on Classic or lower)&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* XCOM HQ has 30 units of starting power.&lt;br /&gt;
* XCOM HQ starts without an Officer Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* You do not start with an extra satellite &lt;br /&gt;
&lt;br /&gt;
= Ironman =&lt;br /&gt;
The Ironman game mode disallows you from saving the game manually.&lt;br /&gt;
&lt;br /&gt;
* This makes the game more difficult since you cannot undo catastrophic mistakes or turns in combat.&lt;br /&gt;
* The game saves when:&lt;br /&gt;
** You exit the game&lt;br /&gt;
** Starting with turn 2 of combat, at the beginning of each player turn&lt;br /&gt;
** When you enter mission control&lt;br /&gt;
** When you leave any interface in base view (Mission Control, Situation Room, Research Labs, Engineering...)&lt;br /&gt;
* This is independent of the difficulty setting, and may be enabled for any of them.&lt;br /&gt;
* This mode can cause problems if you encounter bugs that cause non-progression, since you cannot go back to an earlier, hopefully more functional save state.&lt;br /&gt;
* Ironman can arguably &#039;save you from yourself&#039; if you are the kind of player who would otherwise tend to reload any decision, combat, or turn that did not go well.  While you are likely to do better as a result, overall gameplay may not be as fun as simply figuring out how to go on with the consequences.&lt;br /&gt;
* You can still easilly &amp;quot;cheat&amp;quot; by making backups of the save files, or closing the game application after something unwanted happens but before your next turn begins in combat, however, this ruins the whole point of playing Ironman. Theese methods can also be considered a perfectly legal way to counter most of the bugs, however, including abilities doing nothing, enemies teleporting on your head, etc.&lt;br /&gt;
&lt;br /&gt;
= Miscellaneous information =&lt;br /&gt;
* You can change difficulty level at any time during the game. It takes effect immediately, but not retroactively. For example, if you change difficulty level in combat from Classic to Impossible, enemies will immediately gain respective health and aim bonuses, however no new enemy packs would be spawned corresponding to the difficulty change.&lt;br /&gt;
*The games cheats for you on easy and normal difficulty.&lt;br /&gt;
** On easy AND you are down to 3 or fewer soldiers:&lt;br /&gt;
*** Chance to hit is 120% of displayed value&lt;br /&gt;
*** Chance to hit is further increased by 15% (absolute) per missing squad member, under 4 (if you only brought 1 soldier, he has +45% chance to hit)&lt;br /&gt;
*** For hits that have at least a 50% chance of hitting,you receive another 15% (absolute) chance to hit per consecutive miss (up to 30%)&lt;br /&gt;
*** Alien chance to hit is reduced by 10% (absolute) for each consecutive hit.&lt;br /&gt;
*** Alien chance to hit is reduced by 25% (absolute) for each squad member missing under 4&lt;br /&gt;
** On normal with 4 or fewer soldiers, or easy with precisely 4:&lt;br /&gt;
*** Chance to hit is 120% of displayed value&lt;br /&gt;
*** For hits that have at least a 50% chance of hitting, chance to hit is increased by 15% (absolute) per consecutive miss, with no upper limit&lt;br /&gt;
*** Alien chance to hit is reduced by 10% (absolute) for each consecutive hit.&lt;br /&gt;
** (Unconfirmed information) This can also be used to avoid the rookie HP bug, if player so desires (the bug that makes new recruits arrive with standart 5 health even on harder difficulties). Changing difficulty right before the arrival of new soldiers will (reportedly) make them have correct amount of health.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=41091</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=41091"/>
		<updated>2012-11-09T19:51:16Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: /* Alien Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  Unlike the OTS, Foundry projects take time to complete.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic 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 base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons Platform (SHIV)===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&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 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;
===Alien Grenades===&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Alien grenades will become availalbe in unlimited quantity, as the standard Frag Grenades.  &lt;br /&gt;
*&#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 our current frag grenades...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Medkit===&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
* Healing delivered by a single medkit charge increased from 4 to 6.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the 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;
===Improved Arc Thrower===&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate. 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;
*&#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;
===Advanced Repair===&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#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;
===S.H.I.V. Laser===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#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;
===S.H.I.V. Plasma===&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#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;
===S.H.I.V. Repair===&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
===Drone Capture===&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 dmg 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;
*&#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;
===Ammo Conservation===&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;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;
===Advanced Flight===&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*Flight Research Credit applies.&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
===Advanced Construction===&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost (toggled when facility is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;)&lt;br /&gt;
*&#039;&#039;Currently works on ANYTHING produced via engineering(even with a time of Immediate); may be bugged.&#039;&#039;&lt;br /&gt;
*&#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;
===Improved Pistol I===&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
*&#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...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Improved Pistol II===&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
*&#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;
===Improved Pistol III===&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
===SHIV Suppression===&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stealth Satellites===&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#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;
===S.C.O.P.E. Upgrade===&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: 7 Days&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance by 10%&lt;br /&gt;
*&#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;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=40940</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=40940"/>
		<updated>2012-11-06T07:26:33Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 3 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&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 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.&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to Snipers then shotgun wielding Assault soldiers (for overwatch at longer ranges).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 3  || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA ||align=&amp;quot;center&amp;quot; | Large || 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; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 7  || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, Assault and Support clases, 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, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after ammo conversation upgrade), compare to rifle&#039;s 4/8 rounds. This means LMG is less efficient at suppression (1/3) compare to support&#039;s rifle supression (2/4).&lt;br /&gt;
* All tiers of SHIV carry the LMG / heavy laser / heavy plasma with similar stats and ammo count.&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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and 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 to have the Squad Sight ability to shoot targets out of sight. &lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability with a -20% aim penalty).&lt;br /&gt;
* Unlike other weapons (rifle, LMG, shotgun). Sniper rifles will receive a 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;
{| 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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher aim bonus at closer range relative to rifles.  &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 !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 3 || 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; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 9 || 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; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 21 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &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; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&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 !! Range !! Blast Radius !! Size !! 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; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || 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; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || 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; |[[Plague (EU2012)|Plague]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || 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; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 11  || 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; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&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;
{| 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 !! Range !! Blast Radius !! Size !! 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; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || 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; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || 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; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
&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 !! Range !! Blast Radius !! Size !! 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; | 7  || 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 9  || 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(EU2012)&amp;diff=40939</id>
		<title>Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(EU2012)&amp;diff=40939"/>
		<updated>2012-11-06T07:20:11Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &amp;quot;time&amp;quot; not relevant to constructing armour; armour builds instantly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor Types==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|+ Bonuses and Abilities &lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Health&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Move&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Abilities &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Body Armor (EU2012)|Body Armor]]||align=&amp;quot;center&amp;quot; |+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Carapace Armor (EU2012)|Carapace Armor]] ||align=&amp;quot;center&amp;quot; |+4||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeleton Suit (EU2012)|Skeleton Suit]] ||align=&amp;quot;center&amp;quot; |+3||align=&amp;quot;center&amp;quot; |+10||align=&amp;quot;center&amp;quot; |+3||Grapple&lt;br /&gt;
|-&lt;br /&gt;
|[[Titan Armor (EU2012)|Titan Armor]]||align=&amp;quot;center&amp;quot; |+10||||||Fire and poison immunity&lt;br /&gt;
|-&lt;br /&gt;
|[[Archangel Armor (EU2012)|Archangel Armor]] ||align=&amp;quot;center&amp;quot; |+8||||||Flight (6 moves, 12 after foundry upgrade)&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Armor (EU2012)|Ghost Armor]] ||align=&amp;quot;center&amp;quot; |+6||align=&amp;quot;center&amp;quot; |+20||align=&amp;quot;center&amp;quot; |+3||Grapple, Stealth&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Armor (EU2012)|Psi Armor]] ||align=&amp;quot;center&amp;quot; |+6||align=&amp;quot;center&amp;quot; |+10||align=&amp;quot;center&amp;quot; |+2||+20 Will&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Manufacturing==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Type!!Cost!!Elerium!!Alloys!!Engineers req&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|[[Carapace Armor (EU2012)|Carapace Armor]] ||25||0||15||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeleton Suit (EU2012)|Skeleton Suit]] ||30||0||10||15&lt;br /&gt;
|-&lt;br /&gt;
|[[Titan Armor (EU2012)|Titan Armor]] ||150||10||35||25&lt;br /&gt;
|-&lt;br /&gt;
|[[Archangel Armor (EU2012)|Archangel Armor]] ||200||35||50||35&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Armor (EU2012)|Ghost Armor]] ||250||50||40||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Armor (EU2012)|Psi Armor]] ||400||40||20||30&lt;br /&gt;
|}&lt;br /&gt;
* Costs listed are base costs.  Monetary and Alloy costs (and likely Elerium, but unconfirmed as yet) can decrease due to facility adjacency bonuses and the presence of additional engineers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.C.O.P.E._(EU2012)&amp;diff=40938</id>
		<title>S.C.O.P.E. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.C.O.P.E._(EU2012)&amp;diff=40938"/>
		<updated>2012-11-06T07:14:05Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stats ==&lt;br /&gt;
{{Ref Open | title=S.C.O.P.E.}}&lt;br /&gt;
[[File:SCOPE_(EU2012).png|right]]&lt;br /&gt;
* &#039;&#039;&#039;Required research:&#039;&#039;&#039; [[Research (EU2012)#Projects|Weapon Fragments]]&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; §12 (Normal) / §20 (Classic), 5 Engineers&lt;br /&gt;
* &#039;&#039;&#039;Aim Bonus:&#039;&#039;&#039; +10&lt;br /&gt;
* &#039;&#039;&#039;Equipped in:&#039;&#039;&#039; Item slot&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Source&#039;&#039;&#039;: [[Engineering (EU2012)| Engineering]]&lt;br /&gt;
&#039;&#039;When Equipped, this advanced targeting module integrates with XCOM&#039;s Active HUD system to offer a significant increase in the soldier&#039;s aim.&#039;&#039;&lt;br /&gt;
{{Ref Close | source=XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
{{Ref Open| title=S.C.O.P.E. Upgrade}}&lt;br /&gt;
* &#039;&#039;&#039;Required research:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Crit Bonus:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; §75, 15x [[Weapon Fragments (EU2012)| Weapon Fragments]], 10 Engineers&lt;br /&gt;
* &#039;&#039;&#039;Source:&#039;&#039;&#039; [[Foundry (EU2012) | The Foundry]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The portable targeting module called &amp;lt;nowiki&amp;gt;&#039;S.C.O.P.E.&#039;&amp;lt;/nowiki&amp;gt; could be upgraded to highlight sensitive points onthe enemy targets. We beleive that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
{{Ref Close | source=XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks ==  &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
* S.C.O.P.E.s can be very useful on shotgun-wielding soldiers, extending their range by negating some of the range drop-off.&lt;br /&gt;
* Pair this with a Light Plasma Rifle to get nearly guaranteed hits (+20 Aim)&lt;br /&gt;
* S.C.O.P.E.s can be excellent on Squad Sight Snipers.  The aim bonus helps them remain accurate against enemies with defensive bonuses or who are in cover, the additional crit chance makes their shots more lethal, and they should ideally be fighting from out of range of other equipment options.&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=40937</id>
		<title>Thin Man (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=40937"/>
		<updated>2012-11-06T07:09:29Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Thin Men are agile, quick, and elusive alien creatures. Designed to look human so that they can successfully infiltrate society, Thin Men are responsible for handling the more secrative operations of the alien invasion. (Though some aren&#039;t exactly subtle, such as planting huge alien bombs in the middle of urban centres.)&lt;br /&gt;
 &lt;br /&gt;
XCOM commanders won&#039;t have much trouble finding them however, as they are usually caught in the act of whatever their mission may be.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abduction Missions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In standard abduction missions, they will rush for cover when discovered. Their great mobility can be quite annoying as they will often be able to run right up to your troops before firing. Their overall accuracy is quite poor though and their health is nothing remarkable. Beware of their poison spit though, this will decrease your soldier&#039;s aim and steadily remove health by one point each turn. Keep a medkit handy where you can as this will remove the poison. Also beware of their leap ability. Keep snipers supported by other XCOM troops so they are not caught with no action points when a Thin Man leaps up to them.&lt;br /&gt;
&lt;br /&gt;
== V.I.P. Escort ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In V.I.P. escort missions Thin Men will aim for the target you are trying to extract, regardless of whether or not there is an XCOM escort soldier at their side. They will often drop out of the sky (presumably from the top of taller, inaccessible structures) and go into overwatch. Be sure to kill them with other soldiers before moving the V.I.P. back to the Skyranger, the entire mission will be a bust if the V.I.P. dies.&lt;br /&gt;
&lt;br /&gt;
== Bomb Disposal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In bomb disposal operations, it is not rare to see an entire alien force consisting of purely Thin Men. Some thin men will venture away from the main bomb and protect it&#039;s power sources but you will find the highest concentration of Thin Men protecting the bomb in a large group. Heavies can blast a huge group of them away with their rockets for a very satisfying effect, just be sure to quickly dispatch the Thin Men before the bomb goes off and deactivate it. More Thin Men will usually drop down from the sky trying to rearm the bomb but as long as you have a sufficient force protecting the bomb the Thin Men usually won&#039;t get very far.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: The Thin Man spits a poisonous glob that decreases the aim of your soldiers by 20% and damages their health by one point each turn. Can be cured by medkit. Fades away after a while.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump incredibly high, allowing it to scale entire buildings and take up an elevated position. Very dangerous against Snipers who are unable to fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Gasp&#039;&#039;&#039;: The Thin Man explodes, leaving a poisonous cloud that will poison any soldiers that move within it, can void a small area of cover. Only activates when Thin Man dies.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
*The Thin Men are one of the few aliens in Enemy Unknown 2012 that do not have a direct 1994 equivalent. However, their reptilian eyes, fangs, scales around the neck and wrists, autopsy reports, and use of poison suggest a strong conceptual link to the Snakemen. &lt;br /&gt;
*Thin Men are caricatures of Sid Meier, head of Firaxis. He has a history of showing up in games by Firaxis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=40936</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=40936"/>
		<updated>2012-11-06T06:57:35Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: rocket damage corrected&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 3 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&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 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.&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to Snipers then shotgun wielding Assault soldiers (for overwatch at longer ranges).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 3  || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA ||align=&amp;quot;center&amp;quot; | Large || 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; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 7  || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, Assault and Support clases, 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, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after ammo conversation upgrade), compare to rifle&#039;s 4/8 rounds. This means LMG is less efficient at suppression (1/3) compare to support&#039;s rifle supression (2/4).&lt;br /&gt;
* All tiers of SHIV carry the LMG / heavy laser / heavy plasma with similar stats and ammo count.&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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and 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 to have the Squad Sight ability to shoot targets out of sight. &lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability with a -20% aim penalty).&lt;br /&gt;
* Unlike other weapons (rifle, LMG, shotgun). Sniper rifles will receive a 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;
{| 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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher aim bonus at closer range relative to rifles.  &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 !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 3 || 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; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 9 || 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; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 21 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &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; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&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 !! Range !! Blast Radius !! Size !! 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; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || 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; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || 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; |[[Plague (EU2012)|Plague]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || 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; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 11  || 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; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&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;
{| 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 !! Range !! Blast Radius !! Size !! 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; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || 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; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Defense +20 / +40&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; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
&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 !! Range !! Blast Radius !! Size !! 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; | 7  || 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 9  || 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=37301</id>
		<title>Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=37301"/>
		<updated>2012-09-27T20:54:28Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; padding:10px;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soldiers are your most important and valuable unit in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; and their death on the battlefield is permanent. Soldiers have distinct classes and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]&#039;s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]] as required and available at the [[Armory (EU2012)|Armory]]. Soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific squad abilities.&lt;br /&gt;
&lt;br /&gt;
You may increase your combat troops through the following&lt;br /&gt;
* By hiring them through the Barracks facilities. &lt;br /&gt;
* By receiving soldiers of specific rank/class through the completion of specific combat missions. You get to select how they skill up.&lt;br /&gt;
* Finally there are also &#039;XCOM [[Hero (EU2012)|heroes]]&#039; - those are beefed up soldiers you can unlock as an Easter Egg. &lt;br /&gt;
&lt;br /&gt;
==Soldier Attributes==&lt;br /&gt;
===Soldier Status===&lt;br /&gt;
* Status&lt;br /&gt;
** Active&lt;br /&gt;
** On Mission&lt;br /&gt;
** Wounded&lt;br /&gt;
** Gravely Wounded&lt;br /&gt;
** Tired&lt;br /&gt;
** Exhausted&lt;br /&gt;
** KIA&lt;br /&gt;
** Psionic Testing&lt;br /&gt;
* Number of Missions&lt;br /&gt;
* Number of Kills&lt;br /&gt;
&lt;br /&gt;
===Player editable===&lt;br /&gt;
* First and Last Name&lt;br /&gt;
* Nickname (earned at Sergeant rank)&lt;br /&gt;
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair&lt;br /&gt;
===Non-editable===&lt;br /&gt;
* Gender (Male/Female)&lt;br /&gt;
* Rank (see below)&lt;br /&gt;
* [[Attributes (EU2012)|Country]]&lt;br /&gt;
* [[Classes (EU2012)|Class]]&lt;br /&gt;
* Stats&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
The performance of an XCOM soldier in battle and his/her actions (moving, firing, etc.) during tactical combat are determined by his/her stats. A soldier&#039;s stats can be improved through experience gained in combat missions, bonuses from rank promotions, [[Abilities (EU2012)|perks]], armor and equipment. Upon hiring Rookies&#039; stats start at the following base values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Visible Stats&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Stat !! Value !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Health Points&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | If it reaches zero the soldier permanently dies. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Aim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 65 || align=&amp;quot;center&amp;quot; | Chance to hit the target when firing or throwing.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Protection against enemy fire.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | Morale.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
XCOM units also have the following stats, which seem to be only modified through each Soldier&#039;s individual abilities, perks, armor and equipment.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Hidden Stats&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Stat !! Value !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sight Radius&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | # of spaces a unit can see - nearly all weapons also have this range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mobility&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 12 || align=&amp;quot;center&amp;quot; | # of tiles a unit can move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionics&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Psi stat&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Critical Hit Chance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Chance to inflict critical hits.  Can also improve with high ground (and flanking?).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Critical Damage Chance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Chance to receive critical damage?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Used for Overwatch?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Flight Fuel&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | # of turns that can be spent flying&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
All soldiers start as rookies with their [[Classes (EU2012)|class]] being only revealed after he/she is promoted to Squaddie and have their stats upgraded according to their class. Each class has unique [[Abilities_(EU2012)|abilities]], and will receive specific stat bonuses upon promotion but will also have specific stat limitations and/or restrictions on weapons/equipment they can carry. Generally, each promotion will require you to choose from one of two perks available to the class at that rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr }&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot; width=&amp;quot;40&amp;quot;&amp;gt;Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;40&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Primary Weapon&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Alternate Weapon&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Secondary Weapon&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Rookie Starting Stats&amp;lt;br&amp;gt;&#039;&#039;Squaddie Promotion Bonus&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Rookie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Your basic recruit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Assault Rifle (EU2012)|Assault Rifle]]&amp;lt;br&amp;gt;[[Laser Rifle (EU2012)|Laser Rifle]]&amp;lt;br&amp;gt;[[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pistol (EU2012)|Pistol]]&amp;lt;br&amp;gt;[[Laser Pistol (EU2012)|Laser Pistol]]&amp;lt;br&amp;gt;[[Plasma Pistol (EU2012)|Plasma Pistol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Health Points 5&amp;lt;br&amp;gt;Aim 65&amp;lt;br&amp;gt;Will 40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Assault&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Close combat unit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Shotgun (EU2012)|Shotgun]]&amp;lt;br&amp;gt;[[Laser Scatter (EU2012)|Laser Scatter]]&amp;lt;br&amp;gt;[[Alloy Cannon (EU2012)|Alloy Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Assault Rifle (EU2012)|Assault Rifle]]&amp;lt;br&amp;gt;[[Laser Rifle (EU2012)|Laser Rifle]]&amp;lt;br&amp;gt;[[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pistol (EU2012)|Pistol]]&amp;lt;br&amp;gt;[[Laser Pistol (EU2012)|Laser Pistol]]&amp;lt;br&amp;gt;[[Plasma Pistol (EU2012)|Plasma Pistol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Heavy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;High-caliber and explosive firepower&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[LMG (EU2012)|LMG]]&amp;lt;br&amp;gt;[[Heavy Laser (EU2012)|Heavy Laser]]&amp;lt;br&amp;gt;[[Heavy Plasma (EU2012)|Heavy Plasma]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Assault Rifle (EU2012)|Assault Rifle]]&amp;lt;br&amp;gt;[[Laser Rifle (EU2012)|Laser Rifle]]&amp;lt;br&amp;gt;[[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rocket Launcher (EU2012)|Rocket Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Sniper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Long-range accurate fire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sniper Rifle (EU2012)|Sniper Rifle]]&amp;lt;br&amp;gt;[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&amp;lt;br&amp;gt;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Assault Rifle (EU2012)|Assault Rifle]]&amp;lt;br&amp;gt;[[Laser Rifle (EU2012)|Laser Rifle]]&amp;lt;br&amp;gt;[[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pistol (EU2012)|Pistol]]&amp;lt;br&amp;gt;[[Laser Pistol (EU2012)|Laser Pistol]]&amp;lt;br&amp;gt;[[Plasma Pistol (EU2012)|Plasma Pistol]]&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Support&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medic&amp;lt;br&amp;gt;Jack of all trades&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Assault Rifle (EU2012)|Assault Rifle]]&amp;lt;br&amp;gt;[[Laser Rifle (EU2012)|Laser Rifle]]&amp;lt;br&amp;gt;[[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pistol (EU2012)|Pistol]]&amp;lt;br&amp;gt;[[Laser Pistol (EU2012)|Laser Pistol]]&amp;lt;br&amp;gt;[[Plasma Pistol (EU2012)|Plasma Pistol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Psionic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mental powers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Depends on starting class.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has been hinted that the Psionic class is not so much a full class as a sub-class so there is the potential for Psionic Snipers, Psionic Assaults, etc.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Each soldier also has a rank, starting as a rookie. As he/she progresses through the ranks it will gain additional combat abilities and stat bonuses. An officer can also provide leadership skills purchased through the Officer Training School, from Sergeant upwards. &lt;br /&gt;
Each class receives specific stat bonus upon each rank:&lt;br /&gt;
[[Abilities (EU2012)|perks]], armor and equipment. Upon hiring Rookies&#039; stats start at the following base values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class, Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! Squaddie !! Corporal !! Sergeant !! Lieutenant !! Captain !! Major !! Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 24&amp;lt;br&amp;gt;Will + 10&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 10&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 7&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 3&amp;lt;br&amp;gt;Aim + 40&amp;lt;br&amp;gt;Will + 10&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 25&amp;lt;br&amp;gt;Will + 10&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities/Perks==&lt;br /&gt;
Perks are special abilities given to specific classes or the entire squad. They can be acquired through the following:&lt;br /&gt;
* Soldier can choose between two abilities on level up (exclusively)&lt;br /&gt;
* Purchased through the Officer Training School (require presence of high rank officer(s)) &lt;br /&gt;
* Equipment research and upgrades&lt;br /&gt;
** [[Skeleton Suit (EU2012)|Skeleton Suit]] - Grapple Hook&lt;br /&gt;
** [[Medikit (EU2012)|Medikit]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Attributes (EU2012)|Stats and Attributes]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(1994)_Extended&amp;diff=28396</id>
		<title>Talk:Enemy Unknown (1994) Extended</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(1994)_Extended&amp;diff=28396"/>
		<updated>2010-07-06T02:07:04Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: /* Range Based Accuracy */ Question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Discussion =&lt;br /&gt;
&lt;br /&gt;
This is very useful, putting all these things together in one place with clear instructions. This could become the new &amp;quot;standard&amp;quot; version of the game. But I think it&#039;s only fair to explain that a lot of the choices you have made for the UFOExtender.ini file are personal choices - you should advise user to review your .ini file (and helpful explanatory comments) and see if they agree. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 05:11, 17 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
In general if we have a mix of features in the standard config, some of which give a minor advantage to XCom (Craft always ready, Elerium fuelled craft bug fix), some of which give a minor advantage to the aliens (Retaliate for Ground Assault), that should work out ok. Features that give a major advantage one way or the other should not be in standard config. [[User:Spike|Spike]] 07:56, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
= UFO Extender Templates =&lt;br /&gt;
&lt;br /&gt;
I think your comments to the .ini file are very helpful. Here are some alternative opinions on some of the options:&lt;br /&gt;
&lt;br /&gt;
*Range Based Accuracy&lt;br /&gt;
*[MC] Line of Fire Check&lt;br /&gt;
&lt;br /&gt;
- These are to make the game harder, which can be a good thing as experienced players consider the game too easy for XCom.&lt;br /&gt;
&lt;br /&gt;
*Retaliate Against Ground Assault&lt;br /&gt;
&lt;br /&gt;
- Yes it does change the game dynamic but not by much. It makes the game harder for X-Com which is a good thing, makes the aliens behave smarter and more logically. &lt;br /&gt;
&lt;br /&gt;
*No Blaster Bomb Drift&lt;br /&gt;
&lt;br /&gt;
- Drift actually only affects aliens so again it&#039;s an option that rebalances the game in favour of the aliens and makes it more challenging. &lt;br /&gt;
&lt;br /&gt;
- Maybe you could group the above options together as they all make the game more challenging, i.e. balance the game more in favour of the aliens, and explain that to the player - if you want to make the game more evenly balanced, select these options. &lt;br /&gt;
&lt;br /&gt;
*Tactical Scroll&lt;br /&gt;
*Video Pitch&lt;br /&gt;
*Music Change Freeze&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- You were not experiencing these issues, but others do experience it, so this is an important thing to make clear to users. They should check themselves.&lt;br /&gt;
&lt;br /&gt;
*Elerium-fuelled Craft Bug&lt;br /&gt;
&lt;br /&gt;
- While it may well be unintended, this removes a significant limitation on X-Com and therefore unbalances the game in X-Com&#039;s favour.&lt;br /&gt;
&lt;br /&gt;
*Funky Fire&lt;br /&gt;
&lt;br /&gt;
- This is definitely a bug/exploit, but the bug fix also includes some changes to the way incendiary weapons work. I think Seb&#039;s approach is correct, as he makes fire behave logically but still do roughly the same damage as non-exploit non-fixed usage. But it might be worth flagging up to the player as this is a difficult judgement call. &lt;br /&gt;
&lt;br /&gt;
*Crafts Always Ready&lt;br /&gt;
&lt;br /&gt;
- I disagree, though this seems realistic, it gives advantages to XCom. In particular it removes the imperative to maintain multiple craft, which is a major resource drain early in the game and in fact throughout the game. You can also argue that the un-modded game is very realistic as this is how real-world air forces operate. It is totally against procedure to re-launch aircraft without a full logistics refit. Anyway, the point is, this is a significant advantage to XCom. Maybe this option should be &amp;quot;balanced&amp;quot; by creating a risk that the aircraft just falls out of the sky - with a warning before launch &amp;quot;this aircraft has not been properly maintained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Keep Base Navigation Modules&lt;br /&gt;
&lt;br /&gt;
- Potentially unbalancing? I really don&#039;t think so. Succeeding in an Alien Base assault is much, much harder than a UFO Recovery mission or Ground Assault mission that is normally used to recover Navigation Modules. This option was included by Seb at my request to facilitate a &amp;quot;No Interception&amp;quot; scenario where shooting down UFOs is impossible. It&#039;s not unbalancing, it just gives alternative ways to play the game. &lt;br /&gt;
&lt;br /&gt;
*Base Building Stacking &amp;quot;too complex for benefit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Very much a personal opinion! Enabling it does no harm, as no one is obliged to use the feature if they find it too complex. For others, it is useful for simplifying construction management, especially when managing lots of bases. You make your growth plan once, &amp;quot;stack&amp;quot; the builds, and then you can forget about it until those facilities are complete. &lt;br /&gt;
&lt;br /&gt;
*Stun Fest &amp;quot;overpowered&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- I don&#039;t agree it&#039;s overpowered. Beating up aliens is hard work. The melee weapon values are all moderate - less effective than a Stun Rod in every case, so how can that unbalancing? To me, this just adds to the game &amp;quot;flavour&amp;quot;, adds realism, and is clearly part of the designers&#039; original intent. &lt;br /&gt;
&lt;br /&gt;
*Assign All Personnel&lt;br /&gt;
&lt;br /&gt;
- This is a real time saver&lt;br /&gt;
&lt;br /&gt;
*Hacks&lt;br /&gt;
&lt;br /&gt;
Most of them are deliberate cheats and not meant for normal play so you&#039;re right to say they are hugely unbalancing. &lt;br /&gt;
&lt;br /&gt;
However Recover All Clips is a kind of bug fix. Though it does give advantage to XCom it also eliminates the irritating need to manage ammo logistics. With human ammo this is not unbalancing. With scarce alien ammo, it could be, fair enough. No Score Game Over is a way of continuing &amp;quot;hopeless&amp;quot; games. Both of these have precedents in XComUtil, which a lot of players use. &lt;br /&gt;
&lt;br /&gt;
*Initial Base&lt;br /&gt;
&lt;br /&gt;
Again there is precedent for this in XComUtil which either gives an improved layout base (like this one) or by default a base with Large Radar and Alien Containment already completed - a big step forward. I don&#039;t think the sensible base layout is too unbalancing and it saves the tedious task of reorganising the starter base. It also gives new players a better hint about how they should design a base layout. &lt;br /&gt;
&lt;br /&gt;
Lastly, but not least, as Seb76 did so much of the work on UFOExtender, maybe you should give him a credit on the page? And add his UFOExtender page to the See Also?&lt;br /&gt;
&lt;br /&gt;
Cheers, [[User:Spike|Spike]] 05:11, 17 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Spike, thanks. Yes, the choices I made were personal ones informed mostly by my (poor) memories of 15 years ago just to get the ball rolling. This is exactly the discussion I want to have because I think it would be good to come up with a consensus config for a standard version of X-COM for people who just want to get right into the game. I will review your points in detail, rethink the ini config., and make it more clear that seb&#039;s UFO Extender is the centerpiece. By the way, this talk page is a hard place to have a discussion - are strategycore forums better? [[User:Xeucom|Xeucom]] 01:57, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hey, great to have you back after 15 years! Sure let&#039;s figure out a consensus. Actually I was thinking we might be able to make a few different .ini templates based on some themes, eg: &lt;br /&gt;
&lt;br /&gt;
:* Bug fixes only&lt;br /&gt;
:* Convenience features&lt;br /&gt;
:* &amp;quot;What the designers intended&amp;quot;&lt;br /&gt;
:* Making the game harder&lt;br /&gt;
:* Alternate scenarios&lt;br /&gt;
&lt;br /&gt;
:...etc. At the moment I&#039;m trying to recover my account on StrategyCore (I want to post to Zombie&#039;s thread on offsets/modding). So when I get my account back I&#039;m happy to talk there. Cheers! [[User:Spike|Spike]] 14:12, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Do you remember what your account name is or what email you used to register? If so, I can set you up in a hurry. Just send me an email. --[[User:Zombie|Zombie]] 20:10, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A menu of configs is a good idea. I&#039;d still say we should sweep up a balanced Bug Fixes, Conveneince Features, and Designers Intent into a consensus standard config and establish that as our base line. This is all meant to lure people in/back with a quick and easy setup, get them some play time,  then let them explore all the neat options UFO Extender allows. The base line also gives us a standard testing config that we can focus on making bug free (or documenting workarounds). --[[User:Xeucom|Xeucom]] 01:30, 22 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ok that sounds like a plan!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 05:25, 22 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Actually, using a rewritten Initial Base (with a real base) with the stock starting inventory will give you serious cashflow management problems.  &amp;quot;Retaliate Against Ground Assault&amp;quot; fixes the cashflow problem, and I&#039;m unclear whether it makes the game easier or harder for X-COM.  (I generally have an easier time the first three months on Superhuman than on Beginner, as the extra cashflow from the increased Retalation Acts more than compensates for equally dumb AI with more accurate ranged attacks.) -- [[User:Zaimoni|Zaimoni]] 04:42, 22 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
= Small Scout Map =&lt;br /&gt;
&lt;br /&gt;
Does the Combo Pack include Zombie&#039;s Small Scout Map fix? If not, maybe that should be included too. [[User:Spike|Spike]] 14:37, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don&#039;t have anything in the kit for the Small Scout because nothing is wrong with it. LOL I do, however, have a Small Scout Mod ([http://www.strategycore.co.uk/files/index.php?dlid=710 found here]) which reintroduces the old Small Scout lefover from the development days. --[[User:Zombie|Zombie]] 20:10, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I didn&#039;t include the Small Scout patch because it seemed too little gain for the additional step of installing it since people are installing it by manual steps. There is already a very small scout in the game (the one you can grav lift into one square with hole in top) The ideal would be if someone could cook up a little exe that downloaded all the mods and installed them (or we got permission from the authors to bake it into one download) so it was one download and double click. Then it would make sense to add in some more one-trick mods. --[[User:Xeucom|Xeucom]] 01:30, 22 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Standard Config Discussions =&lt;br /&gt;
&lt;br /&gt;
This section is for discussing what should go in the standard UFO Extender config that is recommended as the downloadable ini file. The concept of the standard config is a config that fixes bugs, introduces convenience features, and retains or improves game balance while keeping the original feel. It is intended for the new or returning player who can put up with a moderate level of difficulty, but is not an elite player (Spike, I will add more sections as I have time to address all the points you raised - these are the ones I had time to research and think about with your feedback).&lt;br /&gt;
&lt;br /&gt;
== Game Version ==&lt;br /&gt;
&lt;br /&gt;
There could be a problem in that the publicly  available version of the game is the DOS version released by Steam. The Windows CE version is arguably no longer in the public domain, since Steam now has made its version available. At this time, only one site I can find is still offering downloads of the Windows CE edition. It could be considered the Windows CE edition is no longer &amp;quot;abandonware&amp;quot;, and this seems to be the view that the operators of download sites are taking. Therefore, if looking for a reference edition, maybe we should look to modding the Steam, DOS, edition. The problem is that Seb76&#039;s loader only works on the Windows CE edition. &lt;br /&gt;
&lt;br /&gt;
I think we should go ahead and define the features of a &amp;quot;standard edition&amp;quot; anyway, but the problem of what version to use will still need to be solved. Basically either the fan community (us!) extends Seb&#039;s loader to also apply to the Steam DOS version, or we need to use another tool to patch the DOS version. In theory, XcomUtil could be used to patch the DOS version to introduce all of Seb&#039;s additional patches. It is arcane to use but it could be done. The key first step would be to establish a list of patches for the DOS version that are equivalent to Seb&#039;s patches to the Windows version.&lt;br /&gt;
&lt;br /&gt;
:Both the Steam and GamersGate (according to forums on the latter) downloads include the Windows version. Specifically, they have a &amp;quot;UFO Defense.exe&amp;quot;. I have tested the described mod set with Steam. Steam launches the DosBox DOS version by default through the steam interface, but once you create the shortcut as described, you never use it again. Does that alleviate this concern? [[User:Xeucom|Xeucom]] 09:30 August 23, 2009.&lt;br /&gt;
&lt;br /&gt;
:: You are right! I tested it and, to my surprise, it works. I guess the Steam version must be the Windows CE version, even though it launches it via DosBox. Cool, so there is no problem there - quite the contrary, if all these mods work on the Steam distribution that&#039;s excellent. And maybe we can persuade Steam to distribute the &amp;quot;standard extended&amp;quot; version some day. Perhaps not, as we are sort of bypassing their security. Normally when you try to start the executable it should chain back to all the Steam software. In this case, I think we get by that because Seb&#039;s loader treats the executable as sort of a data file, loading it rather than directly executing it from the O/S, and also the loader controls the entry points itself (guessing?). Anyway, I suspect Steam don&#039;t really care too much about software protection on the old XCom games. [[User:Spike|Spike]] 06:49, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
Group all fixes into categories:&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&lt;br /&gt;
==== General Bug Fixes ====&lt;br /&gt;
&lt;br /&gt;
All undisputed bugs should be fixed here. &lt;br /&gt;
&lt;br /&gt;
 [Bug Fix]&lt;br /&gt;
 Pay For Dirt=1&lt;br /&gt;
 Phantom Radar=1&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
 Radar Stacking=1&lt;br /&gt;
 Base Facility Dismantle-Construction Crash=1&lt;br /&gt;
 Collectors Edition Blaster Bomb Bug=1&lt;br /&gt;
 Proximity Grenades=1&lt;br /&gt;
 Proximity Grenades Experience=1&lt;br /&gt;
 Door Jam=1&lt;br /&gt;
 Personnel Overflow=1&lt;br /&gt;
 Funky Fire=1&lt;br /&gt;
 Displayed Base Maintenance Cost=1&lt;br /&gt;
&lt;br /&gt;
 [OBDATA.DAT]&lt;br /&gt;
 Apply=1&lt;br /&gt;
 ;Make grenades indestructible to allow stacking several explosions&lt;br /&gt;
 Grenade Resistance=255&lt;br /&gt;
 Proximity Grenade Resistance=255&lt;br /&gt;
 High Explosive Resistance=255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Technical ====&lt;br /&gt;
&lt;br /&gt;
Audio/Video bugfixes or tweaks and other things that some experience, some do not, depending on their platform. Should all be optional and to be set up by the end user. (Possibly video pitch should default to 1, since if it&#039;s not enable it can be hard to recover from the screen crash? Which might put users off the &amp;quot;standard extended&amp;quot; package?)&lt;br /&gt;
&lt;br /&gt;
 [Bug Fix]&lt;br /&gt;
 Video Pitch=?&lt;br /&gt;
 Intro Sounds=?&lt;br /&gt;
 Music Change Freeze=?&lt;br /&gt;
 Tactical Scroll=?&lt;br /&gt;
&lt;br /&gt;
 [Mod]&lt;br /&gt;
 HQ4x=?&lt;br /&gt;
 D3D=?&lt;br /&gt;
 Scale Mouse=?&lt;br /&gt;
&lt;br /&gt;
 [Music]&lt;br /&gt;
 Apply=1&lt;br /&gt;
 Source=MP3&lt;br /&gt;
 ;Source=PSX CD&lt;br /&gt;
 CD Drive=F&lt;br /&gt;
 MP3 Folder=mp3&lt;br /&gt;
 Battlescape=*Battlescape*.mp3&lt;br /&gt;
 Start Menu=*Final Briefing*.mp3&lt;br /&gt;
 Bad Ending=*Final Briefing*.mp3&lt;br /&gt;
 Good Ending=*Dogfight*.mp3&lt;br /&gt;
 Geoscape=*Geoscape*.mp3&lt;br /&gt;
 Dogfight=*Dogfight*.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;
&lt;br /&gt;
==== Closed Exploits ====&lt;br /&gt;
&lt;br /&gt;
We &#039;&#039;might&#039;&#039; want to make it optional to close exploits and make that separate from bug fixes. The difference being that bug fixes help the player or are neutral, whereas closing an Exploit by definition makes it relatively harder for the player. Personally I don&#039;t like to encourage the use of exploits, but it&#039;s an option. &lt;br /&gt;
&lt;br /&gt;
(For now the exploit-closing features have been included in other sections)&lt;br /&gt;
 &lt;br /&gt;
:My opinion is that all obvious (in the sense that it is clearly not balanced, not that it is easy to find) exploits should be closed in the standard config. If a player stumbles into an exploit, they can become frustrated because the supension of disbelief and challenge is lost. The game ends up simply looking inconsistent. - [[User:Xeucom|Xeucom]] 19:11 August 25, 2009.&lt;br /&gt;
&lt;br /&gt;
:: I completely agree. You will get some people who routinely rely on certain Exploits, who might not agree. But then they can always change the config file. Probably the most frequently used Exploits are - [[ExploitsA#Free Wages|Free Wages]], [[ExploitsA#Free Manufacturing|Free Manufacturing]], [[Known Bugs#Funky Fire|Funky Fire]], Access Alien Inventory. The [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Robotic Research]] exploits are infrequently used but are massive and should definitely be closed down. [[Exploiting Mind Control#Access the Alien Inventory Screen|Access Alien Inventory]] is arguably not an exploit but merely enables &amp;quot;What The Designers Intended&amp;quot;. After all, it seems logical that XCom Psi Troops should be able to access a victim&#039;s inventory, just as alien psi attackers can do. It&#039;s not in itself unbalancing (or, not any more than Psi itself is). In fact for aliens with only built in attacks it&#039;s kind of necessary to make Psi useful on those aliens. It only really becomes unbalancing through the use of [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]. Exponential Mind Control should probably be closed as an Exploit, but I&#039;m not aware of any existing patch that closes it (other than by disabling Access Alien Inventory, which as I&#039;ve said here is probably not justified). [[Exploiting Mind Control#Zombie&#039;s Permanent Control of Aliens via Stunning|Permanent Mind Control]] and the [[Exploiting Mind Control#Resurrect Zombified Agents|Zombie Resurrection]] techniques should also be closed down. [[User:Spike|Spike]] 07:44, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[[Tactical Exploits#Elevator Shielding|Elevator Shielding]], which enables risk-free [[Tactical Exploits#Milking Alien Bases|Alien Base Milking]], should also be closed, but again I&#039;m not aware of any fix. [[Grenade Relay]]s, and all similar [[Grenade Relay#Relaying other Equipment|item relays]] - any tactic which allows one item/weapon to be used multiple times per turn by passing it through the hands of multiple soldiers and thereby applying more than 100% TUs to it - are minor and not really important to close down, even though they are a bit silly. [[ExploitsA#Infinite Fuel|Infinite Fuel]] is not so destabilizing as to need closing down as an Exploit, but it probably should be closed just as a bug. [[User:Spike|Spike]] 12:00, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Convenience Features ===&lt;br /&gt;
&lt;br /&gt;
These are logistic or interface enhancements that have a neutral impact on game balance. They should be included by default (unless there is controversy over a particular fix).&lt;br /&gt;
&lt;br /&gt;
 [Equipment Screen]&lt;br /&gt;
 Show Stats=1&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;
 Show Grenade State=1&lt;br /&gt;
 Primed=primed&lt;br /&gt;
 ; Save Equipment is currently buggy but hopefully will be fixed soon&lt;br /&gt;
 Save Equipment=0&lt;br /&gt;
 Auto Flares=1&lt;br /&gt;
&lt;br /&gt;
 [Mod]&lt;br /&gt;
 Save Reserve Mode=1&lt;br /&gt;
 Rank In Inventory=1&lt;br /&gt;
 Skip Intro=?&lt;br /&gt;
 Base Building Stacking=1&lt;br /&gt;
 Force Language=?&lt;br /&gt;
 Reorder Soldiers In Crafts=1&lt;br /&gt;
 De-equip Crafts=1&lt;br /&gt;
 Assign All Personnel=1&lt;br /&gt;
 Fast Base Defenses=1&lt;br /&gt;
&lt;br /&gt;
 [Battlescape Shortcuts]&lt;br /&gt;
&lt;br /&gt;
 [Geoscape Shortcuts]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Designer Intent ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s sometimes hard to agree designer&#039;s intent, but where we agree we should include these. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [Mod]&lt;br /&gt;
 TFTD Doors=1&lt;br /&gt;
 Stunned units KIA=1&lt;br /&gt;
 More Smoke=1&lt;br /&gt;
 ; maybe reduce stun damage from Launchers but otherwise OK:&lt;br /&gt;
 Stun Fest=1 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However if these mods also affect game balance we should think long and hard. Possibly add a subsection:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Designer Intent but changes game balance ====&lt;br /&gt;
&lt;br /&gt;
 [Bug Fix]&lt;br /&gt;
 ; This makes the game a fair bit easier for XCom, also makes the game less interesting by eliminating any need for regular craft&lt;br /&gt;
 Elerium-fueled Craft Bug=0&lt;br /&gt;
&lt;br /&gt;
=== Alternate Scenarios ===&lt;br /&gt;
&lt;br /&gt;
Features to permit different ways of playing the game, but not necessarily making it harder. &lt;br /&gt;
&lt;br /&gt;
 ; Makes recoveries much more fun. Although gives more&lt;br /&gt;
 ; information than you would normally get, it is a very &lt;br /&gt;
 ; minor advantage and worth the compromise to original.&lt;br /&gt;
 [Wreck Analysis]&lt;br /&gt;
 Apply=?&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;
 ; Makes it too easy to find scouts and crashing this often&lt;br /&gt;
 ; does not make sense given alien technology level.&lt;br /&gt;
 [Roswell]&lt;br /&gt;
 Apply=?&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;
 ; Needed to complete the game if not allowing any UFO detection&lt;br /&gt;
 [Mod]&lt;br /&gt;
 Keep Base Navigation Modules=?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ; This makes the game easier but something similar is widely used by experienced players via XcomUtil&lt;br /&gt;
 ; Starting with such a badly designed base is frustrating and modifying the base every time gets boring.&lt;br /&gt;
 ; Starting with a well-designed base could be a good education for starting players.&lt;br /&gt;
 [Initial Base]&lt;br /&gt;
 Apply=1&lt;br /&gt;
 row1=HangarTL      HangarTR       HangarTL   HangarTR   HangarTL HangarTR&lt;br /&gt;
 row2=HangarBL      HangarBR       HangarBL   HangarBR   HangarBL HangarBR&lt;br /&gt;
 row3=AccessLift    Empty          Empty      Empty      Empty    Empty&lt;br /&gt;
 row4=GeneralStores LivingQuarters SmallRadar Laboratory Workshop Empty&lt;br /&gt;
 row5=Empty         Empty          Empty      Empty      Empty    Empty&lt;br /&gt;
 row6=Empty         Empty          Empty      Empty      Empty    Empty&lt;br /&gt;
&lt;br /&gt;
 ; Another enhancement that is often used via XcomUtil, on the basis that HE Packs are &amp;quot;otherwise useless&amp;quot;. &lt;br /&gt;
 ; But many players think HE Packs do have a role. And being able to blow arbitrary holes in UFOs makes it much easier for XCom.&lt;br /&gt;
 [OBDATA.DAT]&lt;br /&gt;
 Apply=?&lt;br /&gt;
 ;Make HE packs capable of breaching UFO walls&lt;br /&gt;
 High Explosive Damage=200&lt;br /&gt;
&lt;br /&gt;
 ; For playing on even when the situation is hopeless&lt;br /&gt;
 [Hack]&lt;br /&gt;
 No Score Game Over=?&lt;br /&gt;
&lt;br /&gt;
 ; This overpowered weapon makes the game easier but is loads of fun!&lt;br /&gt;
 [Mod]&lt;br /&gt;
 Heavy Laser=?&lt;br /&gt;
&lt;br /&gt;
 ; For people who think a grenade has a fuse that you light with a match ;)&lt;br /&gt;
 [Mod]&lt;br /&gt;
 Hot Grenades=0&lt;br /&gt;
&lt;br /&gt;
 ; Makes the game easier. This is not necessarily a bug, it could reasonably be understood as an intended feature. &lt;br /&gt;
 [Bug Fix]&lt;br /&gt;
 Transfered Crafts Refueled=0&lt;br /&gt;
&lt;br /&gt;
 ; Very convenient for XCom and unbalances the resource side of the game in XCom&#039;s favour. Arguably unrealistic.&lt;br /&gt;
 [Mod]&lt;br /&gt;
 Crafts Always Ready=0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Making The Game Harder ===&lt;br /&gt;
&lt;br /&gt;
Features to increase the level of challenge. Actually this may often overlap with the previous category of Alternate Scenarios. The distinction would be that these features &#039;&#039;&#039;always&#039;&#039;&#039; make the game harder, whereas the previous category are to help the player when the player &#039;&#039;&#039;voluntarily&#039;&#039;&#039; plays in an alternative way (which, probably, is a way of playing that makes the game more challenging)&lt;br /&gt;
&lt;br /&gt;
 [Mod]&lt;br /&gt;
 No Funkers=0&lt;br /&gt;
 Bloodthirst=0&lt;br /&gt;
 Limited Military=0&lt;br /&gt;
 Funding Council Income Only=0&lt;br /&gt;
 Surrender Defence Missions=0&lt;br /&gt;
 Disable Base Defenses=0&lt;br /&gt;
 Initial Alien Bases=0&lt;br /&gt;
 Retaliate Against Ground Assault=0&lt;br /&gt;
 No Blaster Bomb Drift=0&lt;br /&gt;
 More Reaction Fire=0&lt;br /&gt;
 Alien Inventory=0&lt;br /&gt;
&lt;br /&gt;
 [Range Based Accuracy]&lt;br /&gt;
 Apply=0&lt;br /&gt;
 Minimum Efficiency=50&lt;br /&gt;
 Snap Penalty Distance=30&lt;br /&gt;
 Auto Penalty Distance=14&lt;br /&gt;
 Orange Cursor Threshold=95&lt;br /&gt;
 Red Cursor Threshold=75&lt;br /&gt;
&lt;br /&gt;
 [Line Of Fire Check]&lt;br /&gt;
 Mind Control=0&lt;br /&gt;
 Panic=0&lt;br /&gt;
 Mind Probe=0&lt;br /&gt;
&lt;br /&gt;
 [Caps]&lt;br /&gt;
 Apply=0&lt;br /&gt;
 Time Units=80&lt;br /&gt;
 Health=60&lt;br /&gt;
 Strength=70&lt;br /&gt;
 Energy=100&lt;br /&gt;
 Reactions=100&lt;br /&gt;
 Firing Accuracy=120&lt;br /&gt;
 Melee Accuracy=120&lt;br /&gt;
 Throwing Accuracy=120&lt;br /&gt;
 Psi Skill=100&lt;br /&gt;
&lt;br /&gt;
== Specific Feature Discussions ==&lt;br /&gt;
&lt;br /&gt;
=== Range Based Accuracy ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - This makes the game harder, which can be a good thing as experienced players consider the game too easy for XCom.&lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - If you accept that the role of the standard config as being for the standard player, increasing difficulty for the experienced player would not by itself merit inclusion in the standard config. Things we add to the config to make things more challenging for the elite players might belong in a special &#039;superhuman plus&#039; config file. Also, the official strategy guide and [[Firing_Accuracy_Testing|information]] on this site suggests that range is already factored into weapon accuracy and fairly balanced. In play, the anecdotal feel is that range does matter.&lt;br /&gt;
&lt;br /&gt;
: Range does matter though only in so far as misses are less likely to accidentally hit at longer ranges. This fix actually reduces the chance of a purposeful hit at longer ranges and increasing the distance penalty for snap fire and even more so auto fire. It could perhaps be better explained! [[User:Spike|Spike]] 04:47, 23 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: My vote is that this is a Making The Game Harder feature. [[User:Spike|Spike]] 07:34, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ranged Based Accuracy doesn&#039;t sound like something that directly increase X-Com&#039;s difficulty. Doesn&#039;t it affect aliens too? If it doesn&#039;t, it should. --[[User:SnowJob|SnowJob]] 22:07, 5 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Mind Control Requires Line Of Sight for X-COM Squad ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - This makes the game harder, which can be a good thing as experienced players consider the game too easy for XCom.&lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - See standard config intent and superhuman plus alternative config concept above on difficulty argument. It doesn&#039;t seem like physical objects should block mind control in the fictional sense. Also, aliens are able to use it without line of sight (except for seeing the first X-COM soldier). I may be a bit confused here, though: Does the alien squad have to have line of sight on at least one X-COM soldier to be able to use mind control in turns after the aliens first spot an X-COM Soldier? Also, does enabling this make the X-COM soldier who is wielding the psi-amp have to have line of sight on the alien that soldier is going to target?&lt;br /&gt;
&lt;br /&gt;
: Yes the alien squad needs LoS on at least one soldier at some point in the turn. But the same restriction already applies to XCom. I agree this can be put in the superhuman plus category. Not sure of the details of how it works. [[User:Spike|Spike]] 04:47, 23 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Retaliate Against Ground Assault ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - Yes it does change the game dynamic but not by much. It makes the game harder for X-Com which is a good thing, makes the aliens behave smarter and more logically. &lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - I agree with you. Aliens behaving smarter and more logically improves the gameplay experience even if it slightly increases difficulty. I think anything that improves the AI reasoning belongs in the standard config as long as the AI is adhering to fog of war principles. I will enable this in the next standard config ini.&lt;br /&gt;
&lt;br /&gt;
=== Blaster Bomb Drift ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - Drift actually only affects aliens so again it&#039;s an option that rebalances the game in favour of the aliens and makes it more challenging. &lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - Are you sure that drift only affects aliens? If so, is the blaster bomb overpowered without the drift? As far as I can tell, a direct or close hit from a blaster bomb is guaranteed death for a X-COM soldier, no matter the experience or suit. Would it be better to introduce blaster bomb drift to X-COM firings instead of removing it from the aliens? This seems like one of those random parts of the AI that makes them a little more unpredictable and therefore believable to me. I was reading a story on one of the missions-gone-wrong threads in the forums and an errant blaster bomb firing by the aliens really helped create a funny story.&lt;br /&gt;
&lt;br /&gt;
:Agreed let&#039;s confirm that drift only affects aliens. Maybe this could go in Making The Game Harder. Blaster Bombs are terribly lethal so the alien drift is often a lifesaver. [[User:Spike|Spike]] 04:47, 23 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It&#039;s pretty obvious (from StrategyCore old posts, not personally verified) that drift affects XCOM as well; it&#039;s why you have to be careful when using a blaster bomb launcher from the Skyranger/Avenger entrance.   [[User:Zaimoni|Zaimoni]] 10:21, 25 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::: OK but in practice this only affects the aliens, since the AI is too stupid to take precautions, whereas players quickly learn to allow some leeway. [[User:Spike|Spike]] 07:34, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Stun Fest ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - I don&#039;t agree it&#039;s overpowered. Beating up aliens is hard work. The melee weapon values are all moderate - less effective than a Stun Rod in every case, so how can that unbalancing? To me, this just adds to the game &amp;quot;flavour&amp;quot;, adds realism, and is clearly part of the designers&#039; original intent.&lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - Do you know that the original game manual has a screenshot with a &#039;Hit&#039; option for a rifle? Therefore, I agree with you on intent of developers and that there should be a &#039;pistol whip&#039; stun option for all/most weapons (or empty hand). However, the table at [[User:Seb76|seb&#039;s page]] suggests that the weapon values are not less than the stun rod in every case. It seems out of whack (no pun intended) for the missile launcher to do more stun damage than the stun rod, or even more stun damage than a rifle. It would be so bulky it would be harder to beat an alien with that than a pistol or rifle. So my vote is yes for (non-ranged) stun damage for non stun rod weapons, but I think we need to figure out the right balance for stun damage before adding it to the standard config.&lt;br /&gt;
&lt;br /&gt;
:There are definitely some wacky hand to hand damage levels in the executable, normally unused, but I thought that Seb had overridden those values to more sensible levels. I&#039;d better check. :) 04:47, [[User:Spike|Spike]] 04:49, 23 August 2009 (EDT)&lt;br /&gt;
::I checked and I would still say &amp;quot;less effective than a Stun Rod in every case&amp;quot;. Though the Launchers do get a higher base damage than the Stun Rod, they can only attack once per turn and will use HTH accuracy instead of an automatic hit. Bludgeoning an alien with a weapon is always an act of desperation and less effective than a Stun Rod. But loads of fun and very atmospheric![[User:Spike|Spike]] 13:27, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I see your point when you take into account the Time Units and the accuracy. You convinced me that it belongs in the standard config. [[User:Xeucom|Xeucom]] 18:30, 25 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Elerium Fueled Craft (Bug?) ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - While it may well be unintended, this removes a significant limitation on X-Com and therefore unbalances the game in X-Com&#039;s favour. &lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - It just seems artificial to me that non-elerium craft return home when they are going to have to ditch if they don&#039;t, but the elerium craft turn around and head back at an arbitrary fuel level. What would the fictional explanation be? I understand your point about amping up difficulty, but for the standard config, I think consistency is more important. Inconsistency between craft behavior just looks buggy. There are other ways we could increase difficulty that would be much more impactful.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - Agreed, it disturbs realism and consistency and jars the player experience. That&#039;s more important than a slight imbalance. I believe the conventional craft can still stay on station longer than Elerium craft, even with this bug fixed?&lt;br /&gt;
&lt;br /&gt;
=== Craft Always Ready ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - I disagree, though this seems realistic, it gives advantages to XCom. In particular it removes the imperative to maintain multiple craft, which is a major resource drain early in the game and in fact throughout the game. You can also argue that the un-modded game is very realistic as this is how real-world air forces operate. It is totally against procedure to re-launch aircraft without a full logistics refit. Anyway, the point is, this is a significant advantage to XCom. Maybe this option should be &amp;quot;balanced&amp;quot; by creating a risk that the aircraft just falls out of the sky - with a warning before launch &amp;quot;this aircraft has not been properly maintained&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - I have played with this on and think it is possible you may think that this does more than it does. The only thing that it allows you to do is to dispatch interceptors when they are rearming, refueling, and repairing. It doesn&#039;t put them back to 100% loadout, fuel, and integrity. So I think it is still balanced because you are limited to the full refits unless you want to scramble interceptors that only have a short range, or no arms, or are already damaged. I realize that normal rules of procedure would not be to relaunch until total refit is complete, but why not leave it up to the player/commander? In a desperate situation, I think any real-world air force would launch anything in whatever condition it is in and what can be more desperate than fighting aliens? :) Also, X-COM from a fictional perspective is a very odd entity. Some could view it as a professional military alliance of the other powers, but given how little you get and how poorly funded it is (and how you can be shut down by your creditors), it smacks more of a private mercenary corporation whose operational procedures may be largely ad hoc.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - Agree most of those points. This is only slightly more powerful than just leaving the interceptor in the air on patrol after combat. (It&#039;s slightly more powerful because you do get to refuel/rearm while waiting for the next target.) The imbalance I&#039;m talking about is that it makes it possible to maintain one interceptor per base instead of needing two. This has a biggish effect on your cost base early in the game. If there was a balancing &amp;quot;side effect&amp;quot; of launching with low fuel / weapons / repairs, I would be totally happy. As it is, I guess it&#039;s not too badly unbalancing. &lt;br /&gt;
&lt;br /&gt;
[[User:Zaimoni|Zaimoni]] - You still need two Interceptors per base to conveniently shoot down Terror Ships before Plasma Cannons, or to conveniently shoot down all non-Battleships in the acts with finales (Infiltration, Base) with Plasma Cannons.&lt;br /&gt;
&lt;br /&gt;
=== Base Navigation Modules ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - Potentially unbalancing? I really don&#039;t think so. Succeeding in an Alien Base assault is much, much harder than a UFO Recovery mission or Ground Assault mission that is normally used to recover Navigation Modules. This option was included by Seb at my request to facilitate a &amp;quot;No Interception&amp;quot; scenario where shooting down UFOs is impossible. It&#039;s not unbalancing, it just gives alternative ways to play the game.&lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - I agree with you and will also include this in the next standard config file. My only discomfort is the explanation of why there are navigation modules at a base, but let&#039;s rack that up to spares in hangars.&lt;br /&gt;
&lt;br /&gt;
: Actually in the unmodified game, the base control consoles (destroyed to win the base mission) are Navigation modules. The patch simple captures them intact, instead of destroying them. Equally, we could imagine there are some spares in the base stores. [[User:Spike|Spike]] 07:34, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Modified Initial Base Layout ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - Again there is precedent for this in XComUtil which either gives an improved layout base (like this one) or by default a base with Large Radar and Alien Containment already completed - a big step forward. I don&#039;t think the sensible base layout is too unbalancing and it saves the tedious task of reorganising the starter base. It also gives new players a better hint about how they should design a base layout.&lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - This makes sense to me, so I think this should go in the standard config as well. I think the key point you made is avoiding tedium for the player - features that do that without significantly unbalancing should probably go in standard config as matter of course.&lt;br /&gt;
&lt;br /&gt;
=== Base Building Stacking ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - Very much a personal opinion! Enabling it does no harm, as no one is obliged to use the feature if they find it too complex. For others, it is useful for simplifying construction management, especially when managing lots of bases. You make your growth plan once, &amp;quot;stack&amp;quot; the builds, and then you can forget about it until those facilities are complete.&lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]]  - My only qualm here is that this seems like a complex feature from a programming perspective that could be risky. Have you played with it a lot and not noticed any increase in crashes or bugs with bases? It doesn&#039;t really add anything except being able to lay out the facilities in game sooner - you could still get the same facilities in the same amount of time just waiting for completion messages. The other thing I note with this is that if you turn it off on a game where you have laid out some to-build facilities, bases get funky in with 255 overlayed n the extended modules instead of &amp;quot;Queued&amp;quot;. However, for the standard config, I think we should assume that the player will play through the entire game without changing the settings, because otherwise trying to figure out all the possible scenarios would become overwhelming. If you are satisfied that this does not introduced bugginess, I could go for it for the standard config.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - Well that is a fair point. I have not used the feature enough to swear there are no bugs. Maybe it is safer to leave this as an optional thing that people can enable if they want to.&lt;br /&gt;
&lt;br /&gt;
=== Assign All Personnel ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - Highly useful.&lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - I didn&#039;t add this to the initial standard config because I don&#039;t understand what it does. Can you explain? Also, is it helpful enough to merit the increased risk of negative side effects (crashed, other bugs) when its complexity is considered?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] Basically in various screens this lets you hit the down arrow when the counter is at zero, and the counter goes UP to the highest possible value. This saves you from having to scroll up from 0 to say 100 Scientists, 100 Engineers, etc, whenever starting a new research or manufacturing project. The scrolling speed can be very slow, depending on your machine. This is a very simple mod so I would expect it to be bulletproof from a bug point of view.&lt;br /&gt;
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[[User:Xeucom|Xeucom]] - Let&#039;s call it in for the standard config, then.&lt;br /&gt;
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=== Save Equipment ===&lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - Spike, I saw that you mentioned in the settings above that you had Save Equpiment turned off because it was buggy. Could you explain? I have used it for some time in my current game and it seems to be working ok. There are some strange things where I am not able to extend the ground portion with the right button and sometimes when I assign a weapon to a soldier it doesn&#039;t appear in their hand until I click on one of the slots again. However, I have not verified if this happens with/without UFO Extender or the Save Equipment setting. Since the standard config should aim for bug free, if you think have observed bugs, we should probably leave it out until it is more stable.&lt;br /&gt;
&lt;br /&gt;
: Agreed. There are definitely known bugs with this feature and it is currently described as &amp;quot;Highly Experimental&amp;quot;. But once it&#039;s working reliably this is a top candidate for inclusion in the standard configuration. [[User:Spike|Spike]] 19:32, 29 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Funky Fire ===&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] - This is definitely a bug/exploit, but the bug fix also includes some changes to the way incendiary weapons work. I think Seb&#039;s approach is correct, as he makes fire behave logically but still do roughly the same damage as non-exploit non-fixed usage. But it might be worth flagging up to the player as this is a difficult judgement call.&lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - The way I understand this it is that the smoke and explosive damage end of turn checks were probably getting applied every time an incendiary shell went off. I think seb76 simply stopped that from happening so that only the entities inside the incendiary shell blast radius took damage and then he increased maximum fire damage from 5 to 10 to compensate for a possible lower fire damage value the original developers put in to offset the bug. From my personal observations, it seems to me that smoke damage is too low and should probably be raised as well because units can spend a lot of time in it without passing out, but that&#039;s just an opinion. For the standard config, it sounds like we are in agreement to leave it in because it makes no sense for explosions in other areas of the map to affect other units.&lt;br /&gt;
&lt;br /&gt;
: Yes the illogical behavior is fixed &amp;amp; that&#039;s good enough reason to include this fix. My understanding of the fix is that smoke/fire effects only occur at end of turn. This reduced the power of Incendiary weapons a lot, even if not using the Exploit. To partly compensate, Seb has doubled the average damage from fire. There&#039;s no exact way to compensate but this is a reasonable approach IMO. [[User:Spike|Spike]] 19:25, 29 August 2009 (EDT)&lt;br /&gt;
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:: [[User:Xeucom|Xeucom]] - With the fix enabled, if I hit a sectoid with three incendiary shells in one turn, will I do no damage to the sectoid until the turn ends? Or will the sectoid take hit damage (of incendiary type?) on each hit, but no general fire damage from being in a fire square until end of turn?&lt;br /&gt;
::: Fire damage will only be applied at the end of the turn. That&#039;s why I buffed fire damage up a bit. [[User:Seb76|Seb76]] 13:52, 30 August 2009 (EDT)&lt;br /&gt;
:::: In our investigations, we deduced that the so called &amp;quot;incendiary impact damage&amp;quot; is itself an aspect of the bug. And it makes sense that incendiary damage should not take effect as promptly as a bomb,a bullet or a plasma beam. But this does change the play of the game. I don&#039;t think it makes much difference apart from people who were exploiting the Funky Fire exploit. But if there was anyone out there who was consistently firing multiple IN rounds at single targets, one at a time, their game play experience will change with this fix. I think it&#039;s worth at least a note that this is not just a bug fix but also includes some unavoidable changes in game play. [[User:Spike|Spike]] 04:14, 31 August 2009 (EDT)&lt;br /&gt;
::::: This would explain why once when I was facing off against sectoids I had a couple units with incendiaries (night mission, using them to light the place up) and unloaded on a sectoid. After the sixth shell on target, I was like, &amp;quot;Why won&#039;t you die!?&amp;quot; Now I understand. However, I think the behavior with Funky Fire makes the most sense because you don&#039;t get the random effects from other areas of the map and, really, if you pour a flammable over something and get it coated pretty well, adding more flammable isn&#039;t going to really do more damage, so stacking six incendiary shells in an area shouldn&#039;t necessarily do more damage to a unit there, just make the fire bigger, which happens naturally anyway because of the deviation in the squares hit. Not quite realistic, but seb76&#039;s uptick in fire damage is a fair compromise I think. [[User:Xeucom|Xeucom]] 11:47, 31 August 2009 (EDT)&lt;br /&gt;
What are the effects on Zombies? [[User:Magic9mushroom|Magic9mushroom]] 09:55, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Aliens Take Fatal Wounds Damage ===&lt;br /&gt;
&lt;br /&gt;
[[User:Xeucom|Xeucom]] - Saw seb76 made a new release with some new options, so of course have to discuss them for the standard config. :) Starting with this one, this one is a tough call. It&#039;s more realistic that aliens could also have fatal wounds. On one hand it makes game easier because injured aliens will die even if they move out of sight  and quicker in general if taking damage from fatal wounds. On the other hand, makes game harder because of difficulty capturing live aliens (stunned aliens with fatal wounds likely to die). Can aliens be healed of their fatal wounds with a med kit? If so, introduces entertaining mini-game when trying to capture an alien where you have to stabilize it if injured, perhaps in conjunction with stunning it. A perhaps significant balance problem that arises is X-COM team can have medics with med kits who will heal injured team mates. I suspect this change comes without changes to AI, meaning that aliens will not use med-kits to help each other out. Thoughts?&lt;br /&gt;
&lt;br /&gt;
: I would guess the small number of extra kills from wounds is well-balanced by the scenario you describe, the difficult scenario of trying to stabilise a wounded captive alien, or rush him to the transport before it dies. As this is a new fix we might want to be sure that the alien&#039;s death from wounds is handled normally - that correct points are awarded, the game ends properly, etc. Also what happens when a wounded being swaps sides during and after mind control. But (subject to that testing?) I think this one should be included. [[User:Spike|Spike]] 08:50, 1 September 2009 (EDT)&lt;br /&gt;
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:: The question becomes how do you know you need to stabilise the alien? I can see two ways. First, the mind probe will show you that a standing alien has fatal wounds that you will need to heal once you stun him. Secondly, if medi-kit works on a stunned alien (that&#039;s a big if), the display would show you the area hurt (though this may not make sense since I don&#039;t think all the aliens are humanoid). I guess this could use some testing to see if the fatal wounds show on mind probe, if you can heal an alien with a med-kit, etc. I like that it opens a new storyline - having to rush the Snakeman Commander to the evac point before he dies, perhaps involving a medic meeting you half way. [[User:Xecuom|Xeucom]] 18:02, 1 September 2009 (EDT)&lt;br /&gt;
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::: I tested most of the main considerations and they check out OK - see [[User talk:Seb76#Alien Bleeding|here]]. I wasn&#039;t able to test the Mind Probe, but you can use the Medkit itself to determine if an aline has any wounds that might need treating. But yes the Mind Probe would be better, since it gives the Health as well, so you can calculate if the alien will die before you can complete the mission. I really expect the Mind Probe will work, since it does normally show the Wound level of aliens - it&#039;s just usually always zero. [[User:Spike|Spike]] 20:36, 2 September 2009 (EDT)&lt;br /&gt;
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== probability of hit display ==&lt;br /&gt;
&lt;br /&gt;
It would be great if next to the crosshair there would be a percentage indicating the probability of a good hit like in UFO Extraterrestrials.&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions&amp;diff=28395</id>
		<title>Alien Missions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions&amp;diff=28395"/>
		<updated>2010-07-05T03:17:24Z</updated>

		<summary type="html">&lt;p&gt;SnowJob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs are sent out periodically to conduct a number of types of &#039;&#039;&#039;Alien Missions&#039;&#039;&#039;, some of which the purpose is fairly inscrutable, others are fairly obvious in their reasoning. Especially once the [[Hyper-wave Decoder]] is deployed, knowing the mission of the aliens can help make strategic plans for further actions that the aliens may attempt in the near future.&lt;br /&gt;
&lt;br /&gt;
==List of Alien Missions==&lt;br /&gt;
&lt;br /&gt;
* [[Alien Research]]&lt;br /&gt;
* [[Alien Harvest]]&lt;br /&gt;
* [[Alien Abduction]]&lt;br /&gt;
* [[Alien Infiltration]]&lt;br /&gt;
* [[Alien Base]]&lt;br /&gt;
* [[Alien Terror]]&lt;br /&gt;
* [[Alien Retaliation]]&lt;br /&gt;
* [[Alien Supply]]&lt;br /&gt;
&lt;br /&gt;
==Additional Research==&lt;br /&gt;
&lt;br /&gt;
There are also a few key research topics essential to winning the game that can be uncovered by capturing and interrogating aliens, with the more important topics requiring aliens of higher rank to uncover them. &lt;br /&gt;
Each topic can only be [[research]]ed when the previous one has been completed.&lt;br /&gt;
&lt;br /&gt;
[[Alien Origins]]&lt;br /&gt;
&lt;br /&gt;
[[The Martian Solution]]&lt;br /&gt;
&lt;br /&gt;
[[Cydonia or Bust]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Alien Life Forms]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[UFOs]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Research]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>SnowJob</name></author>
	</entry>
</feed>