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	<updated>2026-05-01T04:56:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Operative_(EU2012)&amp;diff=54112</id>
		<title>Covert Operative (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Operative_(EU2012)&amp;diff=54112"/>
		<updated>2013-12-10T03:23:23Z</updated>

		<summary type="html">&lt;p&gt;SonyaUliana: /* What to Bring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Keys to Cover Operative Deployment }} &lt;br /&gt;
[[Image:Security Breach Trailer 2 (EU2012).png|right|200px|Security Breach Trailer]]&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;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Covert Operative (EU2012).png|right|200px|Covert Operative]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Advice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your Covert Operative is any of your [[Soldiers (EU2012)|soldiers]]. Who you choose is entirely up to you. However, because they cannot use Pistols, [[Heavy (EU2012)|Heavies]] and [[MEC Trooper (EU2012)|MECs]] are excluded. Everyone else however is fair game. When you go to retrieve the Covert Operative (and his or her extremely valuable data), you will play a tactical [[Covert Operations (EU2012)|mission]], with the Covert Operative included. The Covert Operative does not count in your squad makeup, thus giving you another soldier on the field, which is nice since [[EXALT (EU2012)|EXALT]] is nothing if not numerous at times. However, the Operative does not start with your main [[Squads (EU2012)|squad]] and is usually some distance away.&lt;br /&gt;
&lt;br /&gt;
Because Covert Ops are limited to the Pistol, the [[Foundry (EU2012)|Foundry]] upgrades can make a big difference. Make sure they&#039;re equipped with your best model. [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] can also help them out quite a bit as well.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
===Who to Bring===&lt;br /&gt;
All three eligible classes ([[Assault (EU2012)|Assaults]], [[Sniper (EU2012)|Snipers]] and [[Support (EU2012)|Supports]]) can be equally viable candidates for being a Covert Operative. Though depending on the Commander, one may be better than the others.&lt;br /&gt;
&lt;br /&gt;
====Assaults====&lt;br /&gt;
Assaults can have good mobility thanks to Run and Gun allowing them to join up with the main squad faster and still shoot or be put into [[Overwatch (EU2012)|Overwatch]]. Likewise, Run and Gun allows you to knock out EXALT Comm Relays from farther away. Furthermore, all of their abilities make up for their lack of a main weapon and/or [[Armor (EU2012)|armor]], making them much more viable in the ensuing firefight. As a result, Assaults are always safe bets, no matter how they&#039;re configured.&lt;br /&gt;
&lt;br /&gt;
====Snipers====&lt;br /&gt;
Although Snipers have a little less Health than other [[Soldiers (EU2012)|soldiers]], if the Sniper in question has Gunslinger they are an exceedingly powerful Covert Operative. Gunslinger can put the damage of Pistols on par with regular weapons, making it a reliable form of damage. No other ability can increase the combat effectiveness of your Operative in such a broad, far reaching manner. You can&#039;t go wrong with a Gunslinger Sniper. Additionally, Low Profile will help with the survivability of the Operative. If a Sniper doesn&#039;t have Gunslinger, you should probably leave them in the main squad.  Finally, Double Tap, if you are a high enough level, means that a Gunslinger Sniper can easily take out lone EXALT operatives themselves, instead of running scared.&lt;br /&gt;
&lt;br /&gt;
====Supports==== &lt;br /&gt;
Sprinter will help the Operative move around without the benefit of advanced [[Armor (EU2012)|armors]], while Deep Pockets gives more item usages. The main benefit however, of having a Support Operative is if you send one of your Medics as the Operative. This allows you to pack a little more firepower in your main squad since your Medic is already going to be in the mission. Just make sure you have a backup Medic or hope you get lucky in the 3 or 6 days it takes before you can get him back. In addition, the Medic can do a better job of staying alive should he take some fire.&lt;br /&gt;
&lt;br /&gt;
====Rank====&lt;br /&gt;
While the lack of a main weapon and armor means you probably want to send your highest ranked soldiers undercover, this isn&#039;t a must. In fact, it can be a good idea to send a lower ranked soldier and give him or her some free kills to pick up experience points for promotions. Since the Covert Operative is an extra and free soldier on the ground, your A-Team Colonels or Majors can soften up the [[EXALT (EU2012)|EXALT]] troops while your Squaddie or Corporal Covert Operative picks them off for some free kills.&lt;br /&gt;
&lt;br /&gt;
====Psionics====&lt;br /&gt;
If you&#039;ve gotten [[Psionic (EU2012)|Psionics]] and EXALT is still around, It doesn&#039;t hurt to bring a Psionic to Mindfray whenever you can instead of having to utilize your Pistol.&lt;br /&gt;
&lt;br /&gt;
===What to Bring===&lt;br /&gt;
Your Operative should always be equipped with the best Pistol you can produce. As for items, a [[Medikit (EU2012)|Medikit]] is a good idea if they take some fire and are still far away from your main Medic. A [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] is a good idea, but should be left at home once you have [[Foundry (EU2012)#Improved Pistol I|Improved Pistol I]] and [[Foundry (EU2012)#Improved Pistol II|II]], since they do not stack. Because [[EXALT Weapons (EU2012)|EXALT Weapons]] are simply aesthetically different versions of your own, a Grenade isn&#039;t a bad idea since blowing EXALT troops up means you&#039;re not missing out on anything important. Elite Operatives and Heavies carry Alien Grenades and drop fragments when killed, so it may be worth killing them using weapons and not explosives.&lt;br /&gt;
&lt;br /&gt;
Armor items such as Nano-Fiber Vests, Respirator Implants and Chitin Plating can be equipped on the Operative, and while their health bonus does not appear in the loadout screen, they still benefit from their health boosts while in-mission, which is useful in making them harder to kill and less likely to be injured.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re lagging in Pistol technology, an Improved Arc Thrower can offer a relatively good chance to &#039;kill&#039; an EXALT operative with 6 HP or less remaining, as it is unaffected by cover or Smoke Grenades, and does not trigger Covering Fire.&lt;br /&gt;
&lt;br /&gt;
===How to Bring===&lt;br /&gt;
If you&#039;ve got [[Gene Mods (EU2012)|Gene Mods]], some mods are very useful on your Operatives. &lt;br /&gt;
&lt;br /&gt;
[[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] can keep your Operative from getting mowed down in an extreme firefight, and pairs especially well with Snipers.&lt;br /&gt;
&lt;br /&gt;
[[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] can help with mobility; alternatively, Adaptive Bone Marrow will allow an operative to heal their meager HP.&lt;br /&gt;
&lt;br /&gt;
[[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]] keeps your Operative alive if you make a costly mistake, which can save you from immediately failing the mission.  (Although if the mission is a Data Extraction mission, you will still need a Revive Support in order to successfully complete it.)&lt;br /&gt;
&lt;br /&gt;
EXALT does not field [[Psionic (EU2012)|Psionics]], so Brain upgrades are irrelevant.&lt;br /&gt;
&lt;br /&gt;
===EXALT Comm Hack===&lt;br /&gt;
&lt;br /&gt;
Scattered across the map are several EXALT Comm Relays that look somewhat like a shipboard radar dish. They provide full cover to adjacent unit and are immune to damage. If the Covert Operative is adjacent to one, they can use it with the left mouse button, the same way you power down bombs or claim Meld Canisters. This immediately gives all EXALT units on the map the &amp;quot;Disabling Shot&amp;quot; debuff and the &amp;quot;Communications Hack&amp;quot; debuff. The former prevents the EXALT units from firing until they reload, and the latter restricts other (to be determined) actions on EXALT units, but goes away on its own.&lt;br /&gt;
&lt;br /&gt;
Once a Comm Relay is hacked, it cannot be hacked again in that mission.&lt;br /&gt;
&lt;br /&gt;
A comm hack is not forward acting against newly spawning EXALT troops; them&#039;s the breaks.&lt;br /&gt;
&lt;br /&gt;
Note that Disabling Shot does not restrict use of certain powers; most notably, EXALT heavies can still use their Rocket Launchers if they haven&#039;t already... and since you just disabled their LMG, they might decide this is a good time to do so!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{EXALT (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: EXALT (EU2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SonyaUliana</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC-3_Paladin_(EU2012)&amp;diff=54058</id>
		<title>MEC-3 Paladin (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC-3_Paladin_(EU2012)&amp;diff=54058"/>
		<updated>2013-12-08T20:17:06Z</updated>

		<summary type="html">&lt;p&gt;SonyaUliana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }} &lt;br /&gt;
[[File:MEC-3 (EU2012).png|right|128px|MEC-3 Paladin]]&lt;br /&gt;
*The MEC-3 is capable of deploying several powerful weapons and devices in addition to the main gun&lt;br /&gt;
*Soldiers must undergo cybernetic augmentation to become MEC Troopers before they can wear a MEC in combat&lt;br /&gt;
*A MEC&#039;s combat profile is too large to make effective use of battlefield cover&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
{{MEC Suit Data Box (EU2012)&lt;br /&gt;
|requires=[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
|costs=§106, 100 [[Meld (EU2012)|Meld]], 25 Engineers&lt;br /&gt;
|health=+16&lt;br /&gt;
|defense=+10&lt;br /&gt;
|movement=0&lt;br /&gt;
|will=+20&lt;br /&gt;
|systems=Proximity Mines&amp;lt;br&amp;gt;Electro Pulse&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;65%&amp;quot; &lt;br /&gt;
|+ Tactical Subsystems&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | System&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Tactical Info&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:MEC PROXIMITY MINE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |&#039;&#039;Proximity mines can be deployed at medium range, and will wait nearby enemy movement before triggering their explosive charges.&#039;&#039; || *&#039;&#039;Deploys an explosive mine&#039;&#039;&amp;lt;br&amp;gt;*&#039;&#039;The mine will detonate when an enemy enters its activation radius&#039;&#039;&amp;lt;br&amp;gt;*&#039;&#039;If the mine is in any explosive&#039;s blast radius, it will detonate&#039;&#039;&amp;lt;br&amp;gt;*3 Mines carried, each deals 8 damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:MEC ELECTRO PULSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;MECs can stun organic enemies and damage robotic ones with this area-of-effect electric shock device&#039;&#039;|| *&#039;&#039;Discharges a violent electromagnetic pulse&#039;&#039;&amp;lt;br&amp;gt;*&#039;&#039;Damages all nearby organic units, including allies&#039;&#039;&amp;lt;br&amp;gt;*&#039;&#039;Stuns robotic units for one turn&#039;&#039;&amp;lt;br&amp;gt;*Deals 5 damage to all units on its radius&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips &amp;amp; Trix&#039;&#039;&#039;&lt;br /&gt;
* The Expanded Storage [[MEC Trooper (EU2012)|MEC Trooper]] ability increases the number of Prox Mines carried by 2, for a total of 5. &lt;br /&gt;
* Tossing a Proximity Mine through a [[UFOs (EU2012)|UFO]]&#039;s door will open it.&lt;br /&gt;
* Other Area of Effect attacks will cause the mines to go off in a sympathetic explosion, giving you a nice combo.&lt;br /&gt;
* Possible game-crashing glitch if sky dropped enemies land on one.&lt;br /&gt;
** Fixed as of the December 2 patch. &lt;br /&gt;
* Electro Pulse will stun AND damage robotic units despite not being worded as such. Pulse does about 5 damage to both organic and robotic units.&lt;br /&gt;
* Electro Pulse will do full damage to Mind Merged [[Mechtoid (EU2012)|Mechtoids]] and [[Sectopod (EU2012)|Sectopods]], despite the 50% damage reduction.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
 &amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SonyaUliana</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&amp;diff=54057</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=54057"/>
		<updated>2013-12-08T20:07:31Z</updated>

		<summary type="html">&lt;p&gt;SonyaUliana: /* Adrenal Neurosympathy */&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;
&#039;&#039;&#039;Gene Modding&#039;&#039;&#039;&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;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Genetics Lab Projects==&lt;br /&gt;
===Brain===&lt;br /&gt;
====Neural Damping====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &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;
|-&lt;br /&gt;
| 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, 20 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;
&lt;br /&gt;
* Good on soldiers with low will who spend a lot of time in the thick of it.&lt;br /&gt;
* Also useful for units that may be able to demolish your unit from within, (such as shotgun Assaults or Heavies packing Blaster Launchers) or for units that are strategy critical (such as whoever&#039;s packing the Arc Thrower)&lt;br /&gt;
&lt;br /&gt;
====Neural Feedback====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &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;
|-&lt;br /&gt;
|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;&lt;br /&gt;
|}&lt;br /&gt;
* The feedback response has a base damage of 1, and goes up by 1 per 10 will. May be a better long-term choice as a [[Squads (EU2012)#Squad Leader|Squad Leader]] with high Will &amp;amp; [[Officer Training School (EU2012)|Lead By Example]] will greatly assist in defending against Psi Attacks but still damage Ethereals and Sectoid Commanders. It is also a cheaper use of Meld and [[Medals (EU2012)|medals]] can provide immunity to panic.&lt;br /&gt;
===Eyes===&lt;br /&gt;
====Hyper Reactive Pupils====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &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;
|- &lt;br /&gt;
| 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;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this mod. &lt;br /&gt;
* Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.&lt;br /&gt;
* Despite the flavor text, the bonus is generic and applies to your next shot, regardless of if you move or even if the shot is taken at the same alien that you missed the first time.&lt;br /&gt;
&lt;br /&gt;
====Depth Perception====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &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;
|- &lt;br /&gt;
| 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;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* 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;
===Heart===&lt;br /&gt;
====Secondary Heart====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &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;
|- &lt;br /&gt;
| 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;.&lt;br /&gt;
|}&lt;br /&gt;
* 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;
====Adrenal Neurosympathy====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &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;
|- &lt;br /&gt;
| 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;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Gives +10 Aim, +5 Critical Chance and undetermined extra movement points. &lt;br /&gt;
* You can nearly keep this bonus active during firefights if multiple soldiers have this mod, as it cannot occur more than once every 5 turns &#039;&#039;per soldier&#039;&#039;. However, the bonus cannot &amp;quot;stack&amp;quot;, so don&#039;t expect your squad to have more than one &amp;quot;Combat Rush&amp;quot; active.&lt;br /&gt;
* Combat Rush does not trigger on soldiers in cover relative to the unit releasing the pheromones.  (In other words, it works like a Needle Grenade).&lt;br /&gt;
* Combat Rush also immediately removes panic from affected soldiers similar to Psi Inspiration.&lt;br /&gt;
&lt;br /&gt;
===Skin===&lt;br /&gt;
====Bioelectric Skin====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &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;
|- &lt;br /&gt;
| 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;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* 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 &amp;quot;electrical sphere&amp;quot; signals nearby.&lt;br /&gt;
&lt;br /&gt;
====Mimetic Skin====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &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;
|- &lt;br /&gt;
| 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;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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. Moving while Concealed with any enemies within line of sight of that unit will break Concealment, regardless of what cover is moved to/from. Soldiers with Low Profile can utilize Low Cover to Conceal, making this ability all the more useful. 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;
* A soldier with Low Profile can move to Low Cover to trigger Mimetic Skin.  Works great for high level snapshot snipers!&lt;br /&gt;
&lt;br /&gt;
===Legs===&lt;br /&gt;
====Muscle Fiber Density====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &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;
|- &lt;br /&gt;
| 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; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* 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;
* Not as useful as Adaptive Bone Marrow as most firefights are fought on somewhat equal elevations. However, a Covert Operative can make best use as they move around maps to hack EXALT Comms, especially if paired with Mimetic Skin.&lt;br /&gt;
====Adaptive Bone Marrow====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &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;
|- &lt;br /&gt;
| 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;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Stacks with the [[OTS (EU2012)|OTS]]&#039;s Rapid Recovery causing soldiers to recover even faster from injuries.&lt;br /&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;
* Resolves at the end of the X-COM turn.  So be careful with badly wounded units if dealing with robots or enemies on Overwatch.&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 Gene Mod as described 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 25%.&#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>SonyaUliana</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Operative_(EU2012)&amp;diff=54055</id>
		<title>Covert Operative (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Operative_(EU2012)&amp;diff=54055"/>
		<updated>2013-12-08T19:38:35Z</updated>

		<summary type="html">&lt;p&gt;SonyaUliana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Keys to Cover Operative Deployment }} &lt;br /&gt;
[[Image:Security Breach Trailer 2 (EU2012).png|right|200px|Security Breach Trailer]]&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;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Covert Operative (EU2012).png|right|200px|Covert Operative]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Advice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your Covert Operative is any of your [[Soldiers (EU2012)|soldiers]]. Who you choose is entirely up to you. However, because they cannot use Pistols, [[Heavy (EU2012)|Heavies]] and [[MEC Trooper (EU2012)|MECs]] are excluded. Everyone else however is fair game. When you go to retrieve the Covert Operative (and his or her extremely valuable data), you will play a tactical [[Covert Operations (EU2012)|mission]], with the Covert Operative included. The Covert Operative does not count in your squad makeup, thus giving you another soldier on the field, which is nice since [[EXALT (EU2012)|EXALT]] is nothing if not numerous at times. However, the Operative does not start with your main [[Squads (EU2012)|squad]] and is usually some distance away.&lt;br /&gt;
&lt;br /&gt;
Because Covert Ops are limited to the Pistol, the [[Foundry (EU2012)|Foundry]] upgrades can make a big difference. Make sure they&#039;re equipped with your best model. [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] can also help them out quite a bit as well.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
===Who to Bring===&lt;br /&gt;
All three eligible classes ([[Assault (EU2012)|Assaults]], [[Sniper (EU2012)|Snipers]] and [[Support (EU2012)|Supports]]) can be equally viable candidates for being a Covert Operative. Though depending on the Commander, one may be better than the others.&lt;br /&gt;
&lt;br /&gt;
====Assaults====&lt;br /&gt;
Assaults can have good mobility thanks to Run and Gun allowing them to join up with the main squad faster and still shoot or be put into [[Overwatch (EU2012)|Overwatch]]. Likewise, Run and Gun allows you to knock out EXALT Comm Relays from farther away. Furthermore, all of their abilities make up for their lack of a main weapon and/or [[Armor (EU2012)|armor]], making them much more viable in the ensuing firefight. As a result, Assaults are always safe bets, no matter how they&#039;re configured.&lt;br /&gt;
&lt;br /&gt;
====Snipers====&lt;br /&gt;
Although Snipers have a little less Health than other [[Soldiers (EU2012)|soldiers]], if the Sniper in question has Gunslinger they are an exceedingly powerful Covert Operative. Gunslinger can put the damage of Pistols on par with regular weapons, making it a reliable form of damage. No other ability can increase the combat effectiveness of your Operative in such a broad, far reaching manner. You can&#039;t go wrong with a Gunslinger Sniper. Additionally, Low Profile will help with the survivability of the Operative. If a Sniper doesn&#039;t have Gunslinger, you should probably leave them in the main squad.  Finally, Double Tap, if you are a high enough level, means that a Gunslinger Sniper can easily take out lone EXALT operatives themselves, instead of running scared.&lt;br /&gt;
&lt;br /&gt;
====Supports==== &lt;br /&gt;
Sprinter will help the Operative move around without the benefit of advanced [[Armor (EU2012)|armors]], while Deep Pockets gives more item usages. The main benefit however, of having a Support Operative is if you send one of your Medics as the Operative. This allows you to pack a little more firepower in your main squad since your Medic is already going to be in the mission. Just make sure you have a backup Medic or hope you get lucky in the 3 or 6 days it takes before you can get him back. In addition, the Medic can do a better job of staying alive should he take some fire.&lt;br /&gt;
&lt;br /&gt;
====Rank====&lt;br /&gt;
While the lack of a main weapon and armor means you probably want to send your highest ranked soldiers undercover, this isn&#039;t a must. In fact, it can be a good idea to send a lower ranked soldier and give him or her some free kills to pick up experience points for promotions. Since the Covert Operative is an extra and free soldier on the ground, your A-Team Colonels or Majors can soften up the [[EXALT (EU2012)|EXALT]] troops while your Squaddie or Corporal Covert Operative picks them off for some free kills.&lt;br /&gt;
&lt;br /&gt;
====Psionics====&lt;br /&gt;
If you&#039;ve gotten [[Psionic (EU2012)|Psionics]] and EXALT is still around, It doesn&#039;t hurt to bring a Psionic to Mindfray whenever you can instead of having to utilize your Pistol.&lt;br /&gt;
&lt;br /&gt;
===What to Bring===&lt;br /&gt;
Your Operative should always be equipped with the best Pistol you can produce. As for items, a [[Medikit (EU2012)|Medikit]] is a good idea if they take some fire and are still far away from your main Medic. A [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] is a good idea, but should be left at home once you have [[Foundry (EU2012)#Improved Pistol I|Improved Pistol I]] and [[Foundry (EU2012)#Improved Pistol II|II]], since they do not stack. The HP items do not work on Covert Operatives and thus should be left as well. Because [[EXALT Weapons (EU2012)|EXALT Weapons]] are simply aesthetically different versions of your own, a Grenade isn&#039;t a bad idea since blowing EXALT troops up means you&#039;re not missing out on anything important. Elite Operatives and Heavies carry Alien Grenades and drop fragments when killed, so it may be worth killing them using weapons and not explosives.&lt;br /&gt;
&lt;br /&gt;
Armor items such as Nano-Fiber Vests, Respirator Implants and Chitin Plating can be equipped on the Operative, and while their health bonus does not appear in the loadout screen, they still benefit from their health boosts while in-mission, which is useful in making them harder to kill and less likely to be injured. They also benefit from any other bonuses these items have, like poison immunity. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re lagging in Pistol technology, an Improved Arc Thrower can offer a relatively good chance to &#039;kill&#039; an EXALT operative with 6 HP or less remaining, as it is unaffected by cover or Smoke Grenades, and does not trigger Covering Fire.&lt;br /&gt;
&lt;br /&gt;
===How to Bring===&lt;br /&gt;
If you&#039;ve got [[Gene Mods (EU2012)|Gene Mods]], some mods are very useful on your Operatives. &lt;br /&gt;
&lt;br /&gt;
[[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] can keep your Operative from getting mowed down in an extreme firefight, and pairs especially well with Snipers.&lt;br /&gt;
&lt;br /&gt;
[[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] can help with mobility; alternatively, Adaptive Bone Marrow will allow an operative to heal their meager HP.&lt;br /&gt;
&lt;br /&gt;
[[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]] keeps your Operative alive if you make a costly mistake, which can save you from immediately failing the mission.  (Although if the mission is a Data Extraction mission, you will still need a Revive Support in order to successfully complete it.)&lt;br /&gt;
&lt;br /&gt;
EXALT does not field [[Psionic (EU2012)|Psionics]], so Brain upgrades are irrelevant.&lt;br /&gt;
&lt;br /&gt;
===EXALT Comm Hack===&lt;br /&gt;
&lt;br /&gt;
Scattered across the map are several EXALT Comm Relays that look somewhat like a shipboard radar dish. They provide full cover to adjacent unit and are immune to damage. If the Covert Operative is adjacent to one, they can use it with the left mouse button, the same way you power down bombs or claim Meld Canisters. This immediately gives all EXALT units on the map the &amp;quot;Disabling Shot&amp;quot; debuff and the &amp;quot;Communications Hack&amp;quot; debuff. The former prevents the EXALT units from firing until they reload, and the latter restricts other (to be determined) actions on EXALT units, but goes away on its own.&lt;br /&gt;
&lt;br /&gt;
Once a Comm Relay is hacked, it cannot be hacked again in that mission.&lt;br /&gt;
&lt;br /&gt;
A comm hack is not forward acting against newly spawning EXALT troops; them&#039;s the breaks.&lt;br /&gt;
&lt;br /&gt;
Note that Disabling Shot does not restrict use of certain powers; most notably, EXALT heavies can still use their Rocket Launchers if they haven&#039;t already... and since you just disabled their LMG, they might decide this is a good time to do so!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{EXALT (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: EXALT (EU2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SonyaUliana</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medals_(EU2012)&amp;diff=52274</id>
		<title>Medals (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medals_(EU2012)&amp;diff=52274"/>
		<updated>2013-11-17T13:35:56Z</updated>

		<summary type="html">&lt;p&gt;SonyaUliana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Medals (EU2012).png|right|Medals]]&lt;br /&gt;
* Medals can now be assigned to soldiers. They appear as a new option in the Barracks menu. &lt;br /&gt;
* Medals will be received upon completing certain objectives in missions. There is a cap on the number of medals that can be present on the entire pool of live soldiers. &lt;br /&gt;
* The name of the medals can be changed and there is a choice between 2 options that will increase the soldier&#039;s stats upon receiving it.&lt;br /&gt;
* There is a limit of the number of medals that can be issued. However, if soldiers with medals are killed the medal will be available again for awards 2 missions afterwards. &lt;br /&gt;
* Names and Types of Medals:&lt;br /&gt;
[[File:Urban Combat Badge (EU2012).png|right|64px|Urban Combat Badge]]&lt;br /&gt;
** &#039;&#039;&#039;Urban Combat Badge&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;+5 Defense when in cover&#039;&#039; or &#039;&#039;+5 Aim against enemies in full cover&#039;&#039;.&lt;br /&gt;
*** Maximum of 5 medals issued. Requires completing an urban map mission?&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Defender&#039;s Medal (EU2012).png|right|64px|Defender&#039;s Medal]]&lt;br /&gt;
** &#039;&#039;&#039;Defender&#039;s Medal&#039;&#039;&#039; &lt;br /&gt;
***&#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;
*** Maximum of 3 medals issued. Requires a soldier dying, being critically injured, stabilized or gravely wounded.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:International Service Cross (EU2012).png|right|64px|International Service Cross]]&lt;br /&gt;
** &#039;&#039;&#039;International Service Cross&#039;&#039;&#039;&lt;br /&gt;
*** &#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;
***Maximum of 2 medals issued. Requires performing missions on 3 different continents.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Council Medal of Honor (EU2012).png|right|64px|Council Medal of Honor]]&lt;br /&gt;
** &#039;&#039;&#039;Council Medal of Honor&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;+1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10.&#039;&#039; or &#039;&#039;Provides 10 Aim and Critical Chance if not within 7 tiles of an allied unit.&#039;&#039;&lt;br /&gt;
***Maximum of 1 medal. Complete 3 Special missions?&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Star of Terra (EU2012).png|right|64px|Star of Terra]]&lt;br /&gt;
** &#039;&#039;&#039;Star of Terra&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;Entire squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.&#039;&#039; or &#039;&#039;All soldiers in the squad at Lieutenant rank or lower gain +25% XP for completing missions.&#039;&#039;&lt;br /&gt;
***Maximum of 1 medal. Complete XCOM Base Defense mission.&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;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SonyaUliana</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Suit_(EU2012)&amp;diff=52272</id>
		<title>MEC Suit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Suit_(EU2012)&amp;diff=52272"/>
		<updated>2013-11-17T13:33:29Z</updated>

		<summary type="html">&lt;p&gt;SonyaUliana: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mech Trooper cut (EU2012).jpg|right|300px|The MEC Suit]]&lt;br /&gt;
Instead of [[Armor (EU2012)|armor]], [[MEC Trooper (EU2012)|MEC Troopers]] use the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]]. It is not possible to deploy a MEC Trooper without a suit.&lt;br /&gt;
which can be damaged and need to be repaired. &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 3 tiers of MEC Suits which can be customized, each unlocks a choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits:&lt;br /&gt;
* &#039;&#039;&#039;[[MEC-1 Warden (EU2012)|MEC-1 Warden]]&#039;&#039;&#039;:&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;[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]&#039;&#039;&#039; - 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;[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]&#039;&#039;&#039; - requires [[Titan Armor (EU2012)|Titan Armor]] research:&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;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Armor (EU2012)]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SonyaUliana</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=49656</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=49656"/>
		<updated>2013-09-28T03:02:49Z</updated>

		<summary type="html">&lt;p&gt;SonyaUliana: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM solder.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a soldier, so can fit through doors, and follow most of the same rules as soldiers with regards to moving, firing and dashing. S.H.I.V.s cannot use cover, but make up for this by having high HP and innate defense equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus critical hit chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
 &lt;br /&gt;
S.H.I.V. uses one space in the Barracks and can be sent on missions using one of the team slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new abilities except through additional Foundry projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a minigun by default.  The weapon is automatically upgraded to the best available based on [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70+25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low Cover by XCOM soldiers. If S.H.I.V.s are unlocked, it will be available after competing research for the Carapace Armor. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20+10&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70+25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to Archangel armor. The Hover S.H.I.V does &#039;&#039;&#039;not&#039;&#039;&#039; provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the Firestorm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20+20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70+25&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Foundry Upgrades ==&lt;br /&gt;
&lt;br /&gt;
* S.H.I.V. Suppression - Same as a Support/Heavy&#039;s suppression ability.&lt;br /&gt;
* S.H.I.V. Laser - Heavy Laser research required to unlock.&lt;br /&gt;
* S.H.I.V. Plasma - Heavy Plasma research required to unlock. Does not require the Laser project to be completed first.&lt;br /&gt;
* S.H.I.V. Repair - Allows Arc Thrower soldiers to use them to repair S.H.I.V.s.&lt;br /&gt;
** If Drones appear on a mission, and the Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.&lt;br /&gt;
* Advanced Repair - Mechanical version of the OTS&#039;s &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039;: speeds up repairs when you get home.&lt;br /&gt;
* Advanced Flight - For the Hover S.H.I.V. only: doubles fuel duration.&lt;br /&gt;
* Advanced Construction - halves build time.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic soldier and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased critical hit chance.&lt;br /&gt;
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop Carapace Armor in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that Titan Armor makes them somewhat obsolete.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to cover makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and suppressing the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.&lt;br /&gt;
* Because S.H.I.V.s are robotic, they can neither be Mindfrayed nor Mind Controlled. However, because they have no Will, they will be decimated by an Ethereal&#039;s Psi-lance or Rift.&lt;br /&gt;
* S.H.I.V.s can rescue civilians in terror missions, as well as defuse power nodes and bombs. &lt;br /&gt;
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:shiv.jpg| &#039;&#039;Regular S.H.I.V.&#039;&#039;&lt;br /&gt;
File:ashiv.jpg| &#039;&#039;Alloy S.H.I.V.&#039;&#039;&lt;br /&gt;
File:hshiv.jpg| &#039;&#039;Hover S.H.I.V.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
S.H.I.V.s are named &amp;quot;Thunder-X&amp;quot;, Alloy S.H.I.V.s are named &amp;quot;Goliath-X&amp;quot; and Hover S.H.I.V.s are named &amp;quot;Lightning-X&amp;quot;, where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SonyaUliana</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=49478</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=49478"/>
		<updated>2013-09-23T03:58:38Z</updated>

		<summary type="html">&lt;p&gt;SonyaUliana: /* Enemy Within Additions */&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 Will: 29~79 (normally 40), Range of Aim: 39~89. (normally 65), Range of Movement: 11~13 (normally 12)&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;
** With OTS&#039;s Iron Will, all classes can gain up to 13 Will per level.&lt;br /&gt;
** Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
*** Snipers: 1-9&lt;br /&gt;
*** Support: 1-6&lt;br /&gt;
*** Assault: 1-5&lt;br /&gt;
*** Heavy: 0-2&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;
*** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
* &#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;
** This option perhaps brings the most change to overall gameplay, as storyline progression is affected directly by the changes to research time and facility construction.&lt;br /&gt;
** Time for research: x3&lt;br /&gt;
** Time for facilities building: x2 (ie: A Satellite Uplink now takes 28 days)&lt;br /&gt;
** Cost of items and facilities: x2&lt;br /&gt;
*** You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free satellite) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you&#039;ll rarely be out of Weapon Fragments for them.&lt;br /&gt;
** Days in infirmary: x2.&lt;br /&gt;
** Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
** Item requirement for researches, foundry upgrades, cost of soldiers, interceptor costs, OTC upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
*** This actually makes a strong case for making XCOM HQ in South America, as instant early interrogations to reduce other resarch times may put you ahead of the game. Or, if lucky with credits, in Europe, and building labratories to also reduce time.&lt;br /&gt;
** Alien progress is slowed too. For example, first Mutons and Abductor UFOs show up in June, rather than May. Floaters and Large Scouts will still appear in the second month.&lt;br /&gt;
*** In effect: &#039;&#039;Storyline&#039;&#039; progression is greatly slowed, both on XCOM&#039;s end, as well as that of the aliens. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
**** With the Slingshot DLC making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
==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 (about 100 to 300) 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;
** Satellite build time is decreased.&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;
==Enemy Within Additions==&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens (Mechtoid and Sectopod) have a 50% chance of firing at your soldiers on sight.&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all Class abilities sets. You may have Heavies with Lightning Reflexes and Squad Sight. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). &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;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SonyaUliana</name></author>
	</entry>
</feed>