<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SuicidalSectoid</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=SuicidalSectoid"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/SuicidalSectoid"/>
	<updated>2026-05-01T04:18:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFO2000&amp;diff=56273</id>
		<title>Talk:UFO2000</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFO2000&amp;diff=56273"/>
		<updated>2014-04-05T15:10:01Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: Removed (my own) irrelevant comment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use this page to ask any questions regarding this wiki.&lt;br /&gt;
&lt;br /&gt;
The current structure is only a skeleton. More sections and pages can be added. :)&lt;br /&gt;
&lt;br /&gt;
--- [[User:Hobbes|Hobbes]] 11:26, 7 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Instructions &amp;amp; Guidelines to use this Wiki==&lt;br /&gt;
&lt;br /&gt;
Check these two pages: &lt;br /&gt;
&lt;br /&gt;
[[Help:Getting Started]]&lt;br /&gt;
&lt;br /&gt;
[[Guidelines to writing articles]]&lt;br /&gt;
&lt;br /&gt;
== Adding a nav menu ==&lt;br /&gt;
&lt;br /&gt;
We should insert the following links on all pages.&lt;br /&gt;
&lt;br /&gt;
[[UFO2000|UFO2000 Main]] - [[UFO2000 Overview|Overview]] - [[UFO2000 Quick start guide|Quick start guide]] - [[UFO2000 Game and Squad Settings|Game and Squad Settings]] - [[Strategy Manual]] - [[UFO2000 Technical Information|Technical Information]] - [[UFO2000 Resources|Resources]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Nachtwolf|Nachtwolf]] 12:54, 8 June 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45481</id>
		<title>Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45481"/>
		<updated>2013-03-31T21:30:47Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Uber Ethereal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ethereals are some of, if not &#039;&#039;&#039;the&#039;&#039;&#039; most powerful alien creatures you will ever encounter in the game. These ancient aliens are the true masterminds behind the alien invasion. They are humanoid in form and possess four arms. While they are physically quite frail the Ethereals have the greatest psionic abilities seen in the entire game, using them to obliterate the minds and bodies of your squad.&lt;br /&gt;
&lt;br /&gt;
Dr. Vahlen identifies a specimen to be centuries old. Despite this Ethereals actually have a ton of health. (20 hit points in total on Classic and below.) Do not expect them to turn into a pile of dust when you shoot them.&lt;br /&gt;
&lt;br /&gt;
You will only find Ethereals in UFO assaults or on the final mission. They prefer to send their underlings such as [[Muton (EU2012)|Mutons]] to do their dirty work.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.&lt;br /&gt;
&lt;br /&gt;
Ethereals will only spawn on UFOs or the final room of the Temple Ship. You will only ever face one Ethereal at a time and they will never wander from their spawn positions until provoked. This gives you ample time to prepare for the fight beforehand, like by using Psionic Inspiration and other beneficial abilities before engaging the Ethereal. Just be sure you have neutralised any other wandering aliens before attacking them. Make sure everyone has a full weapon and a meaningful turn to work with. When you discover the Ethereal you should take control of the Muton Elites guarding it if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal. Because of their low Will the Ethereal will often Psi-Lance a mind controlled Muton in preference to attacking one of your soldiers.&lt;br /&gt;
&lt;br /&gt;
To be able to successfully use Psionics against an Ethereal you will need a soldier with a &#039;&#039;very&#039;&#039; high Will rating, which can achieved through the use of [[Psi Armor (EU2012)|Psi Armor]], [[Mind Shield (EU2012)|Mind Shields]], and/or the &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;/&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; abilities, otherwise it has a very high chance to fail. With some or all of those it can be possible to mind control an Ethereal, which is required for the &amp;quot;Xavier&amp;quot; Achievement. Given the difficulty and preparation required, using psionics on Ethereals is impractical for purposes other than the achievement.&lt;br /&gt;
&lt;br /&gt;
All Ethereals have a chance to reflect shots back at the attacker, fortunately for much less than the weapon&#039;s normal damage.&lt;br /&gt;
&lt;br /&gt;
A squad at full capacity shooting at the Ethereal will often be enough to bring it down in one turn, though if you&#039;re unlucky on reflects it can survive even that.&lt;br /&gt;
&lt;br /&gt;
== Ethereal ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:2012-10-14 00005.jpg|200px]]&lt;br /&gt;
|hp=20/20/20/25&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=120&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
These Ethereals are often seen commanding UFOs. Exercise extreme caution wherever these red robed fiends may be present. Heed the advice given above to bring them down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. The reflected attack deals reduced damage.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
== Uber Ethereal ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
|hp=25/25/25/30&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=150&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This Ethereal commands the entire Alien Armada. He essentially has the same powers as regular Ethereals but the large stat bonuses he gains make him a formidable foe.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is only encountered during the final mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. Reflected attacks deal reduced damage. This has a higher probability of occurring with the Uber Ethereal than regular ones.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* The Uber Ethereal is immune to Mind Control but not Psi Panic or Mindfray.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
* Should the Uber Ethereal die all remaining aliens die, mind controlled soldiers are released and the game ends in humanity&#039;s victory.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45480</id>
		<title>Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45480"/>
		<updated>2013-03-31T21:26:35Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ethereals are some of, if not &#039;&#039;&#039;the&#039;&#039;&#039; most powerful alien creatures you will ever encounter in the game. These ancient aliens are the true masterminds behind the alien invasion. They are humanoid in form and possess four arms. While they are physically quite frail the Ethereals have the greatest psionic abilities seen in the entire game, using them to obliterate the minds and bodies of your squad.&lt;br /&gt;
&lt;br /&gt;
Dr. Vahlen identifies a specimen to be centuries old. Despite this Ethereals actually have a ton of health. (20 hit points in total on Classic and below.) Do not expect them to turn into a pile of dust when you shoot them.&lt;br /&gt;
&lt;br /&gt;
You will only find Ethereals in UFO assaults or on the final mission. They prefer to send their underlings such as [[Muton (EU2012)|Mutons]] to do their dirty work.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.&lt;br /&gt;
&lt;br /&gt;
Ethereals will only spawn on UFOs or the final room of the Temple Ship. You will only ever face one Ethereal at a time and they will never wander from their spawn positions until provoked. This gives you ample time to prepare for the fight beforehand, like by using Psionic Inspiration and other beneficial abilities before engaging the Ethereal. Just be sure you have neutralised any other wandering aliens before attacking them. Make sure everyone has a full weapon and a meaningful turn to work with. When you discover the Ethereal you should take control of the Muton Elites guarding it if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal. Because of their low Will the Ethereal will often Psi-Lance a mind controlled Muton in preference to attacking one of your soldiers.&lt;br /&gt;
&lt;br /&gt;
To be able to successfully use Psionics against an Ethereal you will need a soldier with a &#039;&#039;very&#039;&#039; high Will rating, which can achieved through the use of [[Psi Armor (EU2012)|Psi Armor]], [[Mind Shield (EU2012)|Mind Shields]], and/or the &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;/&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; abilities, otherwise it has a very high chance to fail. With some or all of those it can be possible to mind control an Ethereal, which is required for the &amp;quot;Xavier&amp;quot; Achievement. Given the difficulty and preparation required, using psionics on Ethereals is impractical for purposes other than the achievement.&lt;br /&gt;
&lt;br /&gt;
All Ethereals have a chance to reflect shots back at the attacker, fortunately for much less than the weapon&#039;s normal damage.&lt;br /&gt;
&lt;br /&gt;
A squad at full capacity shooting at the Ethereal will often be enough to bring it down in one turn, though if you&#039;re unlucky on reflects it can survive even that.&lt;br /&gt;
&lt;br /&gt;
== Ethereal ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:2012-10-14 00005.jpg|200px]]&lt;br /&gt;
|hp=20/20/20/25&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=120&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
These Ethereals are often seen commanding UFOs. Exercise extreme caution wherever these red robed fiends may be present. Heed the advice given above to bring them down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. The reflected attack deals reduced damage.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
== Uber Ethereal ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
|hp=25/25/25/30&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=150&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This Ethereal commands the entire Alien Armada. He essentially has the same powers as regular Ethereals but the large stat bonuses he gains make him a formidable foe.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is only encountered during the final mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. Reflected attacks deal reduced damage. This has a higher probability of occurring with the Uber Ethereal than regular ones.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* The Uber Ethereal is immune to Mind Control but not Psi Panic or Mindfray.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
* Should the Uber Ethereal die, all remaining aliens die and mind controlled soldiers are released as well and the game ends in humanity&#039;s victory. Note that mind controlled aliens die after the control&#039;s duration expires.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:SuicidalSectoid&amp;diff=45478</id>
		<title>User:SuicidalSectoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:SuicidalSectoid&amp;diff=45478"/>
		<updated>2013-03-31T20:58:08Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is not much to mention. As for X-COM, well you could say it was love at first sight. Girlfriends! Bah! Who needs &#039;em anyways?&lt;br /&gt;
&lt;br /&gt;
I created every individual alien life form page (exception of the big list) for Enemy Unknown 2012 but that&#039;s about all.&lt;br /&gt;
I also painted a few gnomes once...That was pretty fun!&lt;br /&gt;
&lt;br /&gt;
[[File:Chimpapero.png|center|300 px|Chimpapero, head of the Coffee Cartel]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Chimpapero.png&amp;diff=45477</id>
		<title>File:Chimpapero.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Chimpapero.png&amp;diff=45477"/>
		<updated>2013-03-31T20:53:34Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Floater_(EU2012)&amp;diff=45350</id>
		<title>Floater (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Floater_(EU2012)&amp;diff=45350"/>
		<updated>2013-03-25T22:49:01Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Notes */  Removed a stupid joke I made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the the original, these Floaters fly with powerful jet powered packs integrated into their bodies.&lt;br /&gt;
&lt;br /&gt;
They take advantage of their superior mobility and evasiveness to outflank even the strongest defensive positions. They can also use their launch ability to drop down anywhere they wish on the battlefield. They cannot fire after launching though, leaving them defenseless if they drop into the middle of your squad. Be wary of your snipers though, they can be caught unable to fire if a Floater launches down to them.&lt;br /&gt;
&lt;br /&gt;
Floater groups may be easy to dispatch by themselves but in the middle of a heated firefight they can drop in unexpectedly, catching your soldiers off guard and leaving them flanked. Their flanking maneuvers can sometimes leading to disastrous situations for your operatives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are Floaters you know to be lurking around, consider a few turns of overwatch from your entire squad. Floaters of all kinds are very rash and will fly recklessly into ambushes. They are quite hard to hit because of their evasion ability but of an entire XCOM squad firing at them some shots are bound to hit. (Unless you get terribly unlucky.)&lt;br /&gt;
&lt;br /&gt;
If a Floater or a group of Floaters decide to drop in behind you during a battle with other alien ground troops, move your soldiers to deal with the Floaters first instead as their flanking positions will give them better aim than any other aliens you may be fighting.&lt;br /&gt;
&lt;br /&gt;
They carry Light Plasma Rifles early on, and may change to Plasma Rifles, changing the +10 Aim for more damage. Depending on your luck of getting hit at all, this may be good or bad for you. Even once Heavy Floaters appear, they will still make regular appearances, though less and less as time goes on. The interrogation of the normal Floater reduces research time for Carapace Armor and the Skeleton Suit. While less of a priority on easier difficulties, this may be an early neccessity on Impossible difficulty, as the penalties to you and the bonuses to the aliens make it a certainty that you will not kill all aliens in the first round of engagement, and your soldiers will be hit in return.&lt;br /&gt;
&lt;br /&gt;
== Floater Soldier==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Floater (EU2012).png|200px]]&lt;br /&gt;
|hp=3/4/4/6&lt;br /&gt;
|aim=50&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=10&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These standard flying soldiers are the mainstay of the Floater forces. They are usually the forth or fifth aliens you will encounter. (After Thin Men or Outsiders.) They have pretty weak armour but they are very fast and agile. They&#039;re mobility makes them ideal for flanking. Accuracy is average but they gain bonuses because of their height advantage. As mentioned above keep your snipers safe and watch out for their surprise flank attacks. You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each Dodge Boost module for your Interceptors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater 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; |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || 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;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Heavy Floater ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Heavy Floater (EU2012).png|200px]]&lt;br /&gt;
|hp=12/12/14/16&lt;br /&gt;
|aim=70&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=25&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tough. Accurate. Mobile. Deadly.&lt;br /&gt;
Heavy Floaters are hulking monsters, with a ton of health and a powerful degree of firepower to match. Flank attacks from these hovering horrors usually end in a tough fight and a lot of corpses. If these corpses turn out to belong to the Aliens or X-COM Operatives is up to the X-COM Commander and a little bit of luck.&lt;br /&gt;
&lt;br /&gt;
Their skill and effeciency is at a margin far higher than that of their little brothers. They have a large amount of health and carry much better weaponry than Floater Soldiers, doing double the damage to us and recieving half the damage when compared to regular Floaters. They carry Alien Grenades, so keep troop position in mind.&lt;br /&gt;
&lt;br /&gt;
Thankfully they appear very late game, and by then we should have deadly plasma weaponry of our own. Apply the tactics you would use against regular Floaters, but expect a tougher battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Heavy Floater 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; |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || 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; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&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;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* These Floaters use jet packs to travel around, unlike the gravball units used by the Floaters of the original.&lt;br /&gt;
* Floaters may be back, but the same cannot be said for their signature terror units from the original, the Reapers.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=45349</id>
		<title>Talk:Outsider (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=45349"/>
		<updated>2013-03-25T22:44:40Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone encountered two of these together as per the picture?--[[User:Luge|Luge]] 12:02, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Nope. I think there is two just for the trailer.--[[User:SuicidalSectoid|SuicidalSectoid]] 12:14, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I have. Two Outsiders together in an... Abductor I think. [[User:Binkyuk|Binkyuk]] 12:16, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Pretty sure I have, possibly on one of the Scout ships. Problably more likeley on Abductors and above, and most players assault the base around or before those big UFOs start to appear (or can even take them down).&lt;br /&gt;
&lt;br /&gt;
== Outsider innate defense? ==&lt;br /&gt;
&lt;br /&gt;
Something that has been bugging me since I&#039;ve been playing, and don&#039;t know if it&#039;s due to Classic difficulty, but I&#039;ve come across Outsiders having an innate 10% defense.  At least as of the most recent patch for the console (X-Box) release.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Joke at the FPS&#039;s expense&amp;quot; ==&lt;br /&gt;
&#039;&#039;How?&#039;&#039; How early were these Outsiders developed before anyone outside 2K Marin heard of the FPS&#039;s use of &amp;quot;Outsider&amp;quot;? --[[User:Xuncu|Xuncu]] 21:57, 19 March 2013 (EDT)&lt;br /&gt;
: It&#039;s only a theory. It could just be a coincidence. I&#039;ve left it in the notes section just in case. Firaxis have also said that they had been in touch with 2K Marin, so perhaps they could have learned the name earlier.--[[User:SuicidalSectoid|SuicidalSectoid]] 18:35, 25 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I got a theoryyy~ ==&lt;br /&gt;
My current hypothesis: due to what the UberEtherial says, and various descriptions of the Hyperlink Beacon and resulting tech: the Outsiders in both this game and the upcoming FPS are one and the same. &#039;He&#039; talks several times about some &amp;quot;others&amp;quot; that have ascended beyond themselves, a sillouette in the &amp;quot;stained glass windows&amp;quot; behind the Etherial sillouette (in the Overseer UFO and the last room of the Sanctuary Ship), the descriptions repeatedly mention other dimentions, the &amp;quot;organic sillicon-based lifeform&amp;quot; feel of the Outsiders (vs the &amp;quot;machined metal grafted onto flesh&amp;quot; of the Floaters), their complete dissapearance after the Beacon&#039;s capture, and the appearance and abilities of the Outsiders of the FPS lead me to belive that both outsiders are the same &#039;race&#039;, and are the Ascended trans-dimentional beings. --[[User:Xuncu|Xuncu]] 21:57, 19 March 2013 (EDT)&lt;br /&gt;
:Very interesting! Firaxis left too many questions unanswered not to warrant a sequel. Who knows what that Ethereal was raving about? (Besides Firaxis of course.)--[[User:SuicidalSectoid|SuicidalSectoid]] 18:42, 25 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=45348</id>
		<title>Talk:Outsider (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=45348"/>
		<updated>2013-03-25T22:42:00Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* I got a theoryyy~ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone encountered two of these together as per the picture?--[[User:Luge|Luge]] 12:02, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Nope. I think there is two just for the trailer.--[[User:SuicidalSectoid|SuicidalSectoid]] 12:14, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I have. Two Outsiders together in an... Abductor I think. [[User:Binkyuk|Binkyuk]] 12:16, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Pretty sure I have, possibly on one of the Scout ships. Problably more likeley on Abductors and above, and most players assault the base around or before those big UFOs start to appear (or can even take them down).&lt;br /&gt;
&lt;br /&gt;
== Outsider innate defense? ==&lt;br /&gt;
&lt;br /&gt;
Something that has been bugging me since I&#039;ve been playing, and don&#039;t know if it&#039;s due to Classic difficulty, but I&#039;ve come across Outsiders having an innate 10% defense.  At least as of the most recent patch for the console (X-Box) release.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Joke at the FPS&#039;s expense&amp;quot; ==&lt;br /&gt;
&#039;&#039;How?&#039;&#039; How early were these Outsiders developed before anyone outside 2K Marin heard of the FPS&#039;s use of &amp;quot;Outsider&amp;quot;? --[[User:Xuncu|Xuncu]] 21:57, 19 March 2013 (EDT)&lt;br /&gt;
: It&#039;s only a theory. It could just be a coincidence. I&#039;ve left it in the notes section just in case. Firaxis also said that they had been in touch with 2K Marin. Naming can also occur at any time so development history doesn&#039;t matter too much in that regard.--[[User:SuicidalSectoid|SuicidalSectoid]] 18:35, 25 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I got a theoryyy~ ==&lt;br /&gt;
My current hypothesis: due to what the UberEtherial says, and various descriptions of the Hyperlink Beacon and resulting tech: the Outsiders in both this game and the upcoming FPS are one and the same. &#039;He&#039; talks several times about some &amp;quot;others&amp;quot; that have ascended beyond themselves, a sillouette in the &amp;quot;stained glass windows&amp;quot; behind the Etherial sillouette (in the Overseer UFO and the last room of the Sanctuary Ship), the descriptions repeatedly mention other dimentions, the &amp;quot;organic sillicon-based lifeform&amp;quot; feel of the Outsiders (vs the &amp;quot;machined metal grafted onto flesh&amp;quot; of the Floaters), their complete dissapearance after the Beacon&#039;s capture, and the appearance and abilities of the Outsiders of the FPS lead me to belive that both outsiders are the same &#039;race&#039;, and are the Ascended trans-dimentional beings. --[[User:Xuncu|Xuncu]] 21:57, 19 March 2013 (EDT)&lt;br /&gt;
:Very interesting! Firaxis left too many questions unanswered not to warrant a sequel. Who knows what that Ethereal was raving about? (Besides Firaxis of course.)--[[User:SuicidalSectoid|SuicidalSectoid]] 18:42, 25 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=45347</id>
		<title>Talk:Outsider (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=45347"/>
		<updated>2013-03-25T22:38:17Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* &amp;quot;Joke at the FPS&amp;#039;s expense&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone encountered two of these together as per the picture?--[[User:Luge|Luge]] 12:02, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Nope. I think there is two just for the trailer.--[[User:SuicidalSectoid|SuicidalSectoid]] 12:14, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I have. Two Outsiders together in an... Abductor I think. [[User:Binkyuk|Binkyuk]] 12:16, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Pretty sure I have, possibly on one of the Scout ships. Problably more likeley on Abductors and above, and most players assault the base around or before those big UFOs start to appear (or can even take them down).&lt;br /&gt;
&lt;br /&gt;
== Outsider innate defense? ==&lt;br /&gt;
&lt;br /&gt;
Something that has been bugging me since I&#039;ve been playing, and don&#039;t know if it&#039;s due to Classic difficulty, but I&#039;ve come across Outsiders having an innate 10% defense.  At least as of the most recent patch for the console (X-Box) release.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Joke at the FPS&#039;s expense&amp;quot; ==&lt;br /&gt;
&#039;&#039;How?&#039;&#039; How early were these Outsiders developed before anyone outside 2K Marin heard of the FPS&#039;s use of &amp;quot;Outsider&amp;quot;? --[[User:Xuncu|Xuncu]] 21:57, 19 March 2013 (EDT)&lt;br /&gt;
: It&#039;s only a theory. It could just be a coincidence. I&#039;ve left it in the notes section just in case. Firaxis also said that they had been in touch with 2K Marin. Naming can also occur at any time so development history doesn&#039;t matter too much in that regard.--[[User:SuicidalSectoid|SuicidalSectoid]] 18:35, 25 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I got a theoryyy~ ==&lt;br /&gt;
My current hypothesis: due to what the UberEtherial says, and various descriptions of the Hyperlink Beacon and resulting tech: the Outsiders in both this game and the upcoming FPS are one and the same. &#039;He&#039; talks several times about some &amp;quot;others&amp;quot; that have ascended beyond themselves, a sillouette in the &amp;quot;stained glass windows&amp;quot; behind the Etherial sillouette (in the Overseer UFO and the last room of the Sanctuary Ship), the descriptions repeatedly mention other dimentions, the &amp;quot;organic sillicon-based lifeform&amp;quot; feel of the Outsiders (vs the &amp;quot;machined metal grafted onto flesh&amp;quot; of the Floaters), their complete dissapearance after the Beacon&#039;s capture, and the appearance and abilities of the Outsiders of the FPS lead me to belive that both outsiders are the same &#039;race&#039;, and are the Ascended trans-dimentional beings. --[[User:Xuncu|Xuncu]] 21:57, 19 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=45346</id>
		<title>Talk:Outsider (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=45346"/>
		<updated>2013-03-25T22:35:57Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* &amp;quot;Joke at the FPS&amp;#039;s expense&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone encountered two of these together as per the picture?--[[User:Luge|Luge]] 12:02, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Nope. I think there is two just for the trailer.--[[User:SuicidalSectoid|SuicidalSectoid]] 12:14, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I have. Two Outsiders together in an... Abductor I think. [[User:Binkyuk|Binkyuk]] 12:16, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Pretty sure I have, possibly on one of the Scout ships. Problably more likeley on Abductors and above, and most players assault the base around or before those big UFOs start to appear (or can even take them down).&lt;br /&gt;
&lt;br /&gt;
== Outsider innate defense? ==&lt;br /&gt;
&lt;br /&gt;
Something that has been bugging me since I&#039;ve been playing, and don&#039;t know if it&#039;s due to Classic difficulty, but I&#039;ve come across Outsiders having an innate 10% defense.  At least as of the most recent patch for the console (X-Box) release.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Joke at the FPS&#039;s expense&amp;quot; ==&lt;br /&gt;
&#039;&#039;How?&#039;&#039; How early were these Outsiders developed before anyone outside 2K Marin heard of the FPS&#039;s use of &amp;quot;Outsider&amp;quot;? --[[User:Xuncu|Xuncu]] 21:57, 19 March 2013 (EDT)&lt;br /&gt;
: It&#039;s only a theory. It could just be a coincidence. I&#039;ve left it in the notes section just in case.--[[User:SuicidalSectoid|SuicidalSectoid]] 18:35, 25 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I got a theoryyy~ ==&lt;br /&gt;
My current hypothesis: due to what the UberEtherial says, and various descriptions of the Hyperlink Beacon and resulting tech: the Outsiders in both this game and the upcoming FPS are one and the same. &#039;He&#039; talks several times about some &amp;quot;others&amp;quot; that have ascended beyond themselves, a sillouette in the &amp;quot;stained glass windows&amp;quot; behind the Etherial sillouette (in the Overseer UFO and the last room of the Sanctuary Ship), the descriptions repeatedly mention other dimentions, the &amp;quot;organic sillicon-based lifeform&amp;quot; feel of the Outsiders (vs the &amp;quot;machined metal grafted onto flesh&amp;quot; of the Floaters), their complete dissapearance after the Beacon&#039;s capture, and the appearance and abilities of the Outsiders of the FPS lead me to belive that both outsiders are the same &#039;race&#039;, and are the Ascended trans-dimentional beings. --[[User:Xuncu|Xuncu]] 21:57, 19 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_(EU2012)&amp;diff=45345</id>
		<title>Muton (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_(EU2012)&amp;diff=45345"/>
		<updated>2013-03-25T22:31:27Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mutons are among the most deadly alien creatures that XCOM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. Unlike most of the other alien species Mutons are team players - they work with a pack mentality and can use their Blood Call ability to strengthen the group while performing coordinated frontal attacks to wear down and kill enemy units. Despite their reputation for brute strength, Mutons are also one of the cleverest alien species in the game - they&#039;ll charge most of the time but they&#039;ll also retreat if outnumbered and lay Overwatch ambushes on advancing XCOM soldiers. In many ways Mutons are the bane of XCOM and you would do well to exercise extreme caution wherever Muton soldiers may be present.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
The main assault force of the alien collective, their corpses are the most expendeble for sale on the grey market. Heavily armored, they are difficult to take down with conventional weapons (though basic grenades can at least rob them of their cover). When facing regular or Elite Mutons, &#039;&#039;&#039;never&#039;&#039;&#039; have soldiers within a few squares of another (at least not visibly clustered to the Muton), as a Muton will usually use its grenade to do 5 damage to your troops, and remove their cover, while its squadmates finish your now-exposed troops.&lt;br /&gt;
&lt;br /&gt;
Once the first Mutons appear, they will almost always all be found in missions, and you may find UFOs as large as Abductors staffed by all Mutons (besides the commander alien.) When Berserkers appear, they will often be accompanied with one or two regular Mutons. Elites will appear either in their own squads, or guarding an Ethereal leader.&lt;br /&gt;
&lt;br /&gt;
Their one weakness is their very low Will rating, making them vulnerable to Mind Control. You can either MC their frontline troops, which will almost always be set upon by the others first and may possibly even ignore two of your troopers standing together to kill the traitor, or one in the back (which will then be your trooper in a flanking position. FYI; you may activate any other alien squads behind them, so be careful), forcing them to scatter first. Keep track of the &amp;quot;reload&amp;quot; timer of MC on the Controlling trooper&#039;s Abilitiy tiles: if it reads &#039;&#039;&#039;T-3&#039;&#039;&#039;, that means the controlled alien will be free at the start of the next turn. If you have no further use for a Muton and don&#039;t want to fight it once Mind Control wears off you can make it kill itself by tossing its own alien grenade at its feet, assuming it has not been used already. A Muton Elite guarding an Ethereal is a prime choice for an MC attack, as the Ethereal&#039;s next move will almost always be to kill that Elite first. Additionally, an MCed Elite drops their Heavy Plasma intact when killed, giving you a very powerful weapon to use.&lt;br /&gt;
&lt;br /&gt;
== Muton Soldier ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Muton (EU2012).png|200px]]&lt;br /&gt;
|hp=8/8/10/10&lt;br /&gt;
|aim=70&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=10&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
The very first Muton variant you will encounter, these brutal beasts can destroy the often ill equipped XCOM squads near the beginning of the game - without Laser weapons and Carapace armour you will be hard pressed to win against them. Mutons will be the first aliens you encounter with grenades, which they will not hesitate to use if you have two soldiers together, however regular Mutons do not have the Bombard ability, so cannot throw their grenades any further than normal. The first month you encounter them they will be armed with Light Plasma Rifles, but in subsequent months will upgrade to medium Plasma Rifles and will appear far more frequently in tactical missions.&lt;br /&gt;
&lt;br /&gt;
Mutons are very susceptible to psionic attacks, and once you have access to Mind Control can be as much of an asset to you as to the enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton 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; |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || 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;
| align=&amp;quot;center&amp;quot; |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || 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;
| 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;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that will inspire any other nearby Mutons (including Bezerkers/Elites) and give them +10 Will/Aim and +4 Movement bonuses for 2 turns. 4 turn cool down.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Muton Berserker ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Muton Berserker (EU2012).jpg|200px]]&lt;br /&gt;
|hp=20/20/20/25&lt;br /&gt;
|aim=Melee&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A hulking monstrosity, Muton Berserkers are Mutons who are consumed by a constant seething rage and hatred for all things human. They are given very tough armour in order to survive focus fire that usually comes their way.&lt;br /&gt;
&lt;br /&gt;
Instead of a gun these Mutons are given fist mounted blades that can tear even the toughest soldiers to shreds. Instead of reaction fire, Muton Berserkers will run (during your turn) after the last unit that shot them, ready to shear them up next turn. Kill them quickly, as an instant death at their hands is a looming occurrence for any soldiers that stand in their way. They do tend to run straight into ambushes though, keeping your squad on overwatch can severely weaken or even kill Berserkers as soon as they are within firing range. Laser weapons are often enough to kill Berserkers but you will need extremely tough armour (Titan armour is enough to barely survive their blades) or Chitin Plating in order to survive surprise attacks from these titanic terrors.&lt;br /&gt;
&lt;br /&gt;
These guys should be your priority in a firefight with Mutons but the final decisions are up to you. Their distinctive Bloodlust ability is a double edged sword, and &amp;quot;managing&amp;quot; it is essential to beating them. On the one hand, attacking a Berserker but not killing it can be deadly, because the free movement it gets from Bloodlust will almost certainly allow it to melee you in its next turn. On the other hand the predictability of it allows you to easily draw the Berserker in to a killing zone where your whole squad can gun it down at point blank range.&lt;br /&gt;
&lt;br /&gt;
Note that Berserkers are actually incredibly resistant to psionic attacks. Do not expect much success when trying to flay their minds unless your soldier is equipped with [[Psi Armor (EU2012)|Psi Armor]] and a [[Mind Shield (EU2012)|Mind Shield]]. &lt;br /&gt;
&lt;br /&gt;
Unlike Chryssalids, Berserkers do not have the Leap ability, so soldiers in inaccessible elevated positions can fire on them with impunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker 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; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || 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;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to score a critical hit.)&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Muton Elite ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=&lt;br /&gt;
|hp=14/14/14/18&lt;br /&gt;
|aim=80&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Muton Elites serve primarily as guards to Alien command units. However they are sent out on abduction and terror missions as much as any other alien creature. They are clad in a red suit of armour and a helmet that protect them from heavier damage levels than that of a regular Muton. Muton Elites, combining their innate defense bonus with the ability to use cover are some of the toughest units in the game to take down.&lt;br /&gt;
&lt;br /&gt;
They use devastating heavy plasma rifles and carry grenades like regular Mutons, but with their Bombard ability they can fling their grenades great distances. It pays to have a sniper nearby to provide accurate fire upon them. Using explosives will bypass their defense bonus. Be warned that they are often encountered in groups of three and they also guard incredibly tough units in UFO assaults, so sometimes the main threat does not come from the Elites themselves. Apply the same tactics against Elites as you would against regular Mutons but expect a tougher battle.&lt;br /&gt;
&lt;br /&gt;
Elites are not actually any more resistant to psionic attacks than normal Muton troopers, so feel free to add their strength to your own through mind control. Muton Elites&#039; high defense means you may have better luck using Mind Fray on them than trying to shoot them unless you can flank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&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; |[[Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || 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; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&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;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* &#039;&#039;&#039;Enemy Defense&#039;&#039;&#039;: -20% Hit the Muton Elite&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The red armor of the Berserkers and Elites may be refrencing the Red-Suited Commader Muton (AKA Mr. Angry Red Suit), only seen durring the intro of the 1994 game.&lt;br /&gt;
* When completing the Plamsa Rifle reasearch, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Muton graphic.&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=45344</id>
		<title>Drone (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=45344"/>
		<updated>2013-03-25T22:15:06Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|200px]]&lt;br /&gt;
|hp=3/3/5/7&lt;br /&gt;
|aim=60&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=Mechanized&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Drone is a lightly armoured flying robotic engineer with a weak ranged attack. Their main purpose within the Alien Armada is to repair allied heavy robotic units in order to keep them gunning down your squad for as long as possible. They are nothing on their own but they are almost always found with extremely deadly [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopod (EU2012)|Sectopods]] during combat.&lt;br /&gt;
&lt;br /&gt;
There is a foundry upgrade that lets you upgrade your arc throwers. The upgrade allows you to use your arc throwers to hack drone units essentially allowing you to add them to your squad for the rest of the mission. You can not use them for repairing your SHIVs but they still make good expendable scouts. They can also use a self-destruct ability in order to damage enemy units.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
There isn&#039;t much to fighting Drones.  They have a pretty small frame so it may be difficult hitting them, though even if you miss they really can not do much in the way of retaliation. While not particularly dangerous, they take considerable time to destroy and can end up causing injury while your squad is preoccupied with bigger threats. &lt;br /&gt;
&lt;br /&gt;
Be advised that they will almost always appear alongside stronger robotic units such as Sectopods. This makes drones easy targets for rockets and grenades. Heavies with HEAT ammo in particular can destroy drones with a single grenade (on classic or below) or shredder rocket/alien grenade (on impossible). This makes it easier for the rest of your squad to focus on the heavier machines.&lt;br /&gt;
&lt;br /&gt;
They will repair their accompanying Cyberdisc/Sectopod for 3 HPs each time, and seem to only ever do so for their Cyberdisc/Sectopod, and not one another, nor any other spawned Cyberdiscs/Sectopods/Drones. Most of the time, they will stay near their Cyberdisc/Sectopodd, save for on Terror Missions, where their significant movement will make short work of many civilians in each turn if not quickly taken out (often while you&#039;re busy engaging their Disk/Drone).&lt;br /&gt;
&lt;br /&gt;
== Hacking Mechanics &amp;amp; Hacked Tactics ==&lt;br /&gt;
&lt;br /&gt;
You will need the Foundry, the Drone autopsy completed, and some of their wreckage for the Foundry Project (don&#039;t worry, you&#039;ll be destroying plenty of them), and, once all that is complete, a soldier equipped with an Arc Thrower. The biggest danger is that Drones will almost always be in the company of Cyberdiscs (which may kill the drones upon &#039;&#039;their&#039;&#039; death), or Sectopods (which if you rely on Heavies with rockets and the HEAT ability to destroy, you might destroy the drones in the process).&lt;br /&gt;
&lt;br /&gt;
Unlike with capturing aliens, damaging them first is not required (and is not desirable in this case), and has a 100% success rate. Fortunately for your troopers, the range to hack is several tiles larger than an attempted stun. Once Hacked, you have full control of them for the rest of the mission, and they will effectively be counted as additional troopers (and thus, excellent for Snipers with Squadsight), for as many Drones (and Arc Thrower uses) as there are left. Hacking may be most worthwhile in Impossible difficulty, when their 7 HP may help them survive an attack or two. Getting two or more is ideal, as you can use them to heal one another indefinitely. As they can fly, their best use is as scouts/distractions, flying high above an alien; which if it tries to fire in retaliation, may have a high chance of missing the shot. Their own meager shot attack can still help whittle aliens down, and is useful to assist in corralling Berserkers.&lt;br /&gt;
&lt;br /&gt;
They can not use cover (though you may still want to stay near it, as cover may still &#039;intercept&#039; shots.) When the mission ends, they are apparently dismantled for the Weapon Fragments and Alien Alloys, and will not be available for further deployment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Self Destruct:&#039;&#039;&#039; The Drone self-detonates, dealing damage similar to frag grenade.&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; The Drone can repair a damaged Sectopod or Cyberdisc, letting it stay in the fight for longer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=45342</id>
		<title>Drone (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=45342"/>
		<updated>2013-03-25T22:05:49Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|200px]]&lt;br /&gt;
|hp=3/3/5/7&lt;br /&gt;
|aim=60&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=Mechanized&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Drone is a lightly armoured flying robotic engineer with a weak ranged attack. Their main purpose within the Alien Armada is to repair allied heavy robotic units in order to keep them gunning down your squad for as long as possible. They are nothing on their own but they are almost always found with extremely deadly [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopod (EU2012)|Sectopods]] during combat.&lt;br /&gt;
&lt;br /&gt;
There is a foundry upgrade that lets you upgrade your arc throwers. The upgrade allows you to use your arc throwers to hack drone units essentially allowing you to add them to your squad for the rest of the mission. You can not use them for repairing your SHIVs but they still make good expendable scouts. They can also use a self-destruct ability in order to damage enemy units.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
There isn&#039;t much to fighting Drones.  They have a pretty small frame so it may be difficult hitting them, though even if you miss they really can not do much in the way of retaliation. While not particularly dangerous, they take considerable time to destroy and can end up causing injury while your squad is preoccupied with bigger threats. &lt;br /&gt;
&lt;br /&gt;
Be advised that they will almost always appear alongside stronger robotic units such as Sectopods. This makes drones easy targets for rockets and grenades. Heavies with HEAT ammo in particular can destroy drones with a single grenade (on classic or below) or shredder rocket/alien grenade (on impossible). This makes it easier for the rest of your squad to focus on the heavier machines.&lt;br /&gt;
&lt;br /&gt;
They will heal their accompanying Cyberdisk/Sectopod for 3 HPs each &#039;heal&#039;, and seem to only ever do so for their Disk/Pod, and not one another, nor any other spawned Disks/Pods/Drones. Most of the time, they will stay near their Disk/Pod, save for on Terror Missions, where their significant movement will make short work of many civilians in each turn if not quickly taken out (often while you&#039;re busy engaging their Disk/Drone).&lt;br /&gt;
&lt;br /&gt;
== Hacking Mechanics &amp;amp; Hacked Tactics ==&lt;br /&gt;
&lt;br /&gt;
You will need the Foundry, the Drone autopsy completed, and some of their wreckage for the Foundry Project (don&#039;t worry, you&#039;ll be destroying plenty of them), and, once all that is complete, a soldier equipped with an Arc Thrower. The biggest danger is that Drones will almost always be in the company of Cyberdisks (which may kill the drones upon &#039;&#039;their&#039;&#039; death), or Sectopods (which if you rely on Heavies with rockets and the HEAT ability to destroy, you might destroy the drones in the process).&lt;br /&gt;
&lt;br /&gt;
Unlike with capturing aliens, damaging them first is not required (and is not desirable in this case), and has a 100% success rate. Fortunately for your troopers, the range to hack is several tiles larger than an attempted stun. Once Hacked, you have full control of them for the rest of the mission, and they will effectively be counted as additional troopers (and thus, excellent for Snipers with Squadsight), for as many Drones (and Arc Thrower uses) as there are left. Hacking may be most worthwhile in Impossible difficulty, when their 7 HP may help them survive an attack or two. Getting two or more is ideal, as you can use them to heal one another indefinitely. As they can fly, their best use is as scouts/distractions, flying high above an alien; which if it tries to fire in retaliation, may have a high chance of missing the shot. Their own meager shot attack can still help whittle aliens down, and is useful to assist in corralling Berserkers.&lt;br /&gt;
&lt;br /&gt;
As robots, cover does not apply to them (though you may still want to use it, as cover may still &#039;intercept&#039; shots). When the mission ends, they are apparently dismantled for the Weapon Fragments and Alien Alloys, and will not be available for further deployment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Self Destruct:&#039;&#039;&#039; The Drone self-detonates, dealing damage similar to frag grenade.&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; The Drone can repair a damaged Sectopod or Cyberdisc, letting it stay in the fight for longer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=45341</id>
		<title>Sectoid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=45341"/>
		<updated>2013-03-25T22:02:16Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sectoids are a small, grey alien race. Every Sectoid is a perfect genetic copy but some are chosen to command the pack with deadly psionic abilities. They are augmented with cybernetic implants to support their frail physiques in combat situations. They are usually the first alien species encountered in combat by XCOM&#039;s ground forces. Within the alien army the Sectoids fill the role of scientists and abductors. You will usually find them experimenting on humans during abduction missions.&lt;br /&gt;
&lt;br /&gt;
Sectoids are physically feeble. They cannot move very far and their lack of accuracy hints to their inability to handle recoil effectively. However, these little grey aliens are proficient in the use of deadly psionic powers. They use these psionic abilities to make their kinsmen more deadly in combat or even to turn your soldiers into slaves to their will. This race prefers the use of wrist mounted plasma pistols.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Tactical Advice ===&lt;br /&gt;
Sectoid Soldiers are basic alien peons. They use Mind Merge to try and make up for their shortcomings. However, their reliance on the mind merge ability makes them potentially vulnerable because killing the Sectoid performing the merge will also kill the one receiving it, giving an opportunity for a double kill. Sectoid Commanders have much higher health than regular Sectoids and massive accuracy, but their pistol is the least of your worries. Sectoid Commanders will usually begin by using Mind Control.&lt;br /&gt;
&lt;br /&gt;
The Sectoid and their Commanders are the only source of the useful Plasma Pistol (once captured, you can then research and manufacture them yourself), and if you wish for a full armament, recovery is required before either Sectoid breed is phased out of front-line combat. You can either capture a Sectoid early on, or; after assaulting the Alien Base, capturing a Commander, or researching Psionics, building a Psi trooper to have Mind Control, and MCing and preparing a Commander to be killed by his fellow aliens (must be done &#039;&#039;before&#039;&#039; the Overseer UFO is assaulted, due to Commanders being completley replaced with Ethereals). A capture is reccomended for both, as interrogating a Sectoid will be of greater ease at the low level you will be at the start of the war (and will thusly reduce research time for Beam weapons, which will make fighting (and capturing) all other species much easier), and interrogating a Commander reduces reasearch time for all Psionics-related projects.&lt;br /&gt;
&lt;br /&gt;
As cannon fodder for all but in the beggining of Impossible difficulty, Sectoids begin to be phased out a few months into the campaign. Once the Alien Base is conquered, they may still appear on larger UFOs as compliment to Sectoid Commanders. Once the Hyperwave uplink is installed, you have about 1-2 weeks before the Overseer UFO begins to appear (it can be let go, but your monthy Council Reports will suffer), so it may be worthwhile to hold off on it&#039;s construction in your base, and &#039;farm&#039; Commanders for Plasma Pistols and for experience dealing with Psionic attacks before having to deal with Etherials (for example: a trooper who is MCing an alien CANNOT even be selected for Mind Control themselves: If all a Commander/Ethereal can see is Controlling soldiers, they will not attempt Mind Control... and will use Mind Fray or Psi Lance). After the Overseer UFO is captured, Sectoid Commanders will never reappear except aboard the Temple Ship, and Sectoids almost entirely dissapear, useless for capture/reasearch purposes. Capturing the Base&#039;s Commander is recommended, as it is the only guaranteed time that only one Commander will appear (though you may want to hold off if the battles along the way have been particularly hard). Sectoids very rarely appear late-game: in large UFOs and the last guaranteed appearance before the Temple Ship is the Council Mission at the truck stop (the Spokesman will mention &amp;quot;a truck carrying unusual cargo&amp;quot;), though this mission may appear at any time.&lt;br /&gt;
&lt;br /&gt;
== Sectoid Soldier ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).jpg|200px]]&lt;br /&gt;
|hp=3/3/3/4&lt;br /&gt;
|aim=65&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=10&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
A common foe, these standard foot soldiers are often seen early on in the game during abduction missions and also staffing small UFOs. They have low health and accuracy but can psionically merge minds with their brethren to improve their health, accuracy and critical chance. You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each Targeting Boost module for your Interceptors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Soldier 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 !!  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; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || 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&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy and increased critical hit chance. Mind Merge also functions as a Sectoid Medikit since any injured Sectoids receiving Mind Merge will heal +1 HP on the next turn.&lt;br /&gt;
&lt;br /&gt;
== Sectoid Commander ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Sectoid Commander (EU2012).png|200px]]&lt;br /&gt;
|hp=10/10/14/14&lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These elite leaders of the Sectoid race command some of the most powerful psionics seen in the game. They have far higher health than regular Sectoid infantry and their firing accuracy is also among the best you will see in the game, though this is not what makes them dangerous. They possess the frightening ability to take control of one of your soldiers for about three turns. &lt;br /&gt;
&lt;br /&gt;
You can either run from the controlled soldier until he or she is released back into your control, kill the Sectoid commander to break the psionic link or, if in dire circumstances kill the captured soldier to ensure he is no longer a threat to your squad. They also use a more advanced version of the mind merge ability, providing the same bonuses but to multiple Sectoids at the same time.&lt;br /&gt;
&lt;br /&gt;
Researching the creature&#039;s corpse allows access to the Psi Labs, through it you gain the ability to test your soldiers in Psionic aptitude. You may find Sectoid Commanders at the helm of bases or UFOs. (After the Outsider has been researched.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sectoid Commander Armaments&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;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || 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&amp;lt;br&amp;gt;Suppression 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;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*When completing the Laser Rifle reasearch, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Sectoid graphic.&lt;br /&gt;
*In the Game Over cutscene, the Spokesman (Mind Controlled by a Sectoid Commander) announces the shutdown of XCOM while a Thin Man grasps his shoulder. This may be a refrence to earlier games, where it is implied that withdrawn countries are thusly easily infliltrated, then Mind Control techniques are used on their leaders and populace. This may also imply that the Council may work on a 50% majority vote system.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod_(EU2012)&amp;diff=45340</id>
		<title>Sectopod (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod_(EU2012)&amp;diff=45340"/>
		<updated>2013-03-25T21:55:41Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Sectopod (EU2012).jpg|200px]]&lt;br /&gt;
|hp=30/30/30/30&lt;br /&gt;
|aim=80&lt;br /&gt;
|defense=30&lt;br /&gt;
|will=Mechanized&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An artificial warrior for the Alien Army, these huge robotic units are a massive threat to your squad members. They are armed with some of the best weaponry the Aliens have. Not only can they use a heavy plasma cannon built into its body but it has alien rocket salvos that it can use to lay waste to huge areas. It has an extra auto cannon that it can only use during Overwatch that does area of effect damage. Their armour is the very best around, it will take a huge deal of focus fire to take down and there is also the [[Drone (EU2012)|Drones]] it brings along with it to consider. It can also use both its turn moves for attacking, but only at different targets.&lt;br /&gt;
&lt;br /&gt;
They are not as aggressive as [[Cyberdisc (EU2012)|Cyberdiscs]] but they are significantly more dangerous. They will usually stay still and destroy your squad from far away.&lt;br /&gt;
&lt;br /&gt;
They are immune to most psionic attacks. &lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
All of the Sectopod&#039;s weapons do area effect damage, so make sure your squad is spread out in order to minimize the damage it causes. Even if an attack from them misses there is still a huge chance it will take out your cover. This makes having two soldiers directly next to each other almost guaranteed disaster, because the Sectopod can fire at one, destroy their cover and fire at the other with no cover bonus. Be sure that any front line soldiers are backed up by Snipers or Heavies.&lt;br /&gt;
&lt;br /&gt;
The Sectopod&#039;s overwatch is enabled for each turn it fires its main cannon. In particular this means a Sectopod will not overwatch fire on you immediately after you see it, or on a turn its preparing a Cluster Bomb.&lt;br /&gt;
&lt;br /&gt;
Heavies in particular are brilliant Sectopod hunters. Their HEAT ammo power makes their weapons far more effective against Sectopods. The HEAT ammo also applies to rockets and the Blaster Launcher. A hit from either with HEAT Ammo does 16 or 24 points of damage to Sectopods. A HEAT ammo Bullet Swarm Heavy with a Heavy Plasma can kill a Sectopod in one turn.&lt;br /&gt;
&lt;br /&gt;
After you get Ghost Armor just send a pair of Assaults equipped with it, together with Rapid Fire and Alloy Cannons - you&#039;ll need to either hit all 4 shots or get at least 1 critical hit though to kill it. Alternatively, Lightning Reflexes can also replace Ghost Armor to avoid the Sectopod&#039;s powerful Overwatch weapon. With Damage Roulette, an Alloy Shotgun, the right abilities, and a hell of a lot of luck, it is possible to &amp;quot;One shot&amp;quot; (rapidfire, but still 1 move) a Sectopod, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Use suppression to make their attacks less accurate, it will help a bunch. Snipers may also use disabling shot against their weapons. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.&lt;br /&gt;
&lt;br /&gt;
Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended: an excellent tactic is to MC an alien with high move (like a Heavy Floater) or high HP (like a Berserker Muton), and have them stand point-blank right next to the Sectopod. Since it ignores cover anyways, it will not move before firing it&#039;s chest canon. Since the MC&#039;ed alien will receive a full blast out of cover, it will likely receive and die of heavy Critical damage. As the Chest Canon is splash damage, the Sectopod will &#039;&#039;also&#039;&#039; receive heavy Critical damage.&lt;br /&gt;
&lt;br /&gt;
If you see Cluster Bomb being prepared, kill the Sectopod quickly or reposition. While Cluster Bomb takes a turn to charge and fires on the aliens&#039; next turn, the Sectopod can move and fire after firing the cluster bomb on that turn. Cluster Bomb has no range limit and can be fired if another alien sees you (like sniper&#039;s squad sight, except it doesn&#039;t need a line of sight). This means after triggering a Sectopod it should be your first priority, because if you retreat out of its sight range to deal with other aliens first you&#039;ll find cluster bombs raining down on you (and without being able to see the Sectopod you can&#039;t tell when or where they&#039;re coming). While a bit difficult to predict, there are some rare cover situations where the Cluster Bomb can actually be ignored: if cover will intercept all the bombs beforehand (ie, the targeted trooper is indoors, while the &#039;Pod is outside, they will explode harmlessly on the roof). A Flying unit might also be targeted, only to have the bombs pass harmlessly around them.&lt;br /&gt;
&lt;br /&gt;
Note that, even though their death animation includes a massive explosion, it is not a &#039;&#039;damaging&#039;&#039; explosion, like the Cyberdisk&#039;s death, and thus, their drones may still be a problem (if a minor one at that) if not taken out the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=45339</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=45339"/>
		<updated>2013-03-25T21:52:07Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Thin Man (EU2012).png|70px|center]]&lt;br /&gt;
|hp=3/3/4/6&lt;br /&gt;
|aim=65&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=15&lt;br /&gt;
|move=15&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 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;
&lt;br /&gt;
__NOTOC__&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;
&#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 by 20% and damages their health by one point each turn. Can be cured by medkit. Fades away after a while.&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 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;
&lt;br /&gt;
=== Tactical Advice ===&lt;br /&gt;
Thin Men use a Light Plasma Rifle, which does much higher damage than a Sectoid&#039;s Plasma Pistol. On Classic try to make sure your troops have enough HP to not be one-shot by a lucky hit. Thin Men&#039;s high movement means you have to be very careful of flanks from them. If they have a low hit chance they will often use Poison Spit for a guaranteed hit, which will do 3 damage over 3 turns and wreck your soldier&#039;s aim. If they have a low hit chance on a soldier equipped with a Medikit or wearing Titan Armor, they will often use suppression on that soldier to reduce that soldier&#039;s aim for the turn. While their HP is nothing remarkable, it is enough to survive a grenade on Classic. Finally, beware of their leap ability, which they can surprise rooftop snipers with. Be careful when fighting around a building where you don&#039;t have the roof covered because Thin Men can leap on to the roof and then drop in for a flank on the next turn.&lt;br /&gt;
&lt;br /&gt;
The Council Missions will almost exclusively be Thin Men, so before engaging these missions, it is reccomended to give your troops either Medikits or Titan Armor, both of which will make them never use posion spit (though it is also a decent strategy with more armored/high HP soldiers to be spat at, making Thin Men &#039;waste a turn&#039; on what will only end up being 3 points of damage. However, since the spit attack rarely, if ever, misses, they problably will not leave cover for this). In the Escort and Bomb Disposal missions, Thin Men will periodically appear in the mission area. They will drop out of the sky (the game will show you where even if you can&#039;t see it) and then immediately go on overwatch. Dropping in counts as a move, so any troops on overwatch who see a Thin Man appear will take a shot (though on rare occasion where only one drops during Alien Activity, this may not happen). They will also appear in all Asset Recovery missions, save for the helicopter crash (which will be all Mutons) and the one at the truck stop (all Sectoids). In all other missions, they will appear for most of the game, but will apper less and less once Mutons and their iterations seem to replace them.&lt;br /&gt;
&lt;br /&gt;
Their capture yeilds Light Plasma Rifles, which themselves are arguably the best weapon for fighting Thin Men (damage is sufficient, and the +10 Aim is helpful, as a Thin Man&#039;s high move rate means they are almost never out of cover once a squad is activated). When you know you are going to fight them, you may also consider taking Scopes as inventory items (for example, for Assaults with Titan Armor, or Support with Deep Pockets, with the other item being a medikit), especially with their Foundry upgrade. Total, that&#039;s a +20 to Aim with +10 to Crit Chance, plus flanking/out of cover for when they drop out of the sky during Council Missions. The subsequent interrogation reduces time for UFO Tech Research, which directly helps in researching/building for the Firestorm interceptor, and indirectly with late-game armor, several Foundry projects, the EMP Interceptor weapon (and thus, sellable and useable reasources), and the Sattelite Nexus.&lt;br /&gt;
&lt;br /&gt;
As Council Missions will always appear about once a month, and their low HP and damage rates, Thin Men-infested Council Missions are excellent places to train new Psionic soldiers, as Mind Fray cannot miss, and with Iron Will and New Guy purchased, unsuccesful Psi attacks are rare, and in all but Impossible difficultiy, Mind Fray will be 100% fatal.&lt;br /&gt;
&lt;br /&gt;
=== V.I.P. Escort ===&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. As well as regular groups seeded on the map, extra Thin Men will periodically drop out of the sky on you on your way back-- but only as the VIP moves, so you can place your troops ahead of time to intercept. Be sure to scout with soldiers before moving the V.I.P. to the Skyranger; the entire mission will be a bust if the V.I.P. dies. They don&#039;t appear to ever use their Poison Spit attack on the V.I.P., even though with their 3 HP (on all difficulties- only with Damage Roulette activated might a VIP have a chance of surviving a hit from a Plasma shot), it would be sufficient to kill them, or force your soldiers to potentially move out of cover to heal them. Fortunatley, they will only begin to target the VIP once you have reached them and are able to control them.&lt;br /&gt;
&lt;br /&gt;
=== Bomb Disposal ===&lt;br /&gt;
In bomb disposal operations, it is not rare to see an entire alien force consisting of purely Thin Men, though there may be Sectoids in the first or second month. Some thin men will venture away from the main bomb and protect its power sources but you will find the highest concentration of Thin Men protecting the bomb. Just be sure to quickly dispatch the Thin Men before the bomb goes off and deactivate it. More Thin Men will drop down from the sky after disarming the bomb, so if you have time, take up defensive positions and go on overwatch before deactivating it.&lt;br /&gt;
&lt;br /&gt;
=== Asset Recovery ===&lt;br /&gt;
Notable in that maps include a reversal of several escort maps, such as the pier and the Astronomy/Monitoring Station. Additionally, these mission will only be non-wandering Seeded groups, allowing you to take your time moving through the map. Lastly, you do not need to actually find the Mission&#039;s asset (Astronomy Station: telescope. Truck Stop: hidden inside the last 16-wheeler is a big metal... something. Pier: crates inside the last building. Highway: crashed helicopter, just outside the acessable area, at the far end of the map) to win, merely kill all aliens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&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;
*In the Game Over cutscene, the Spokesman (Mind Controlled by a Sectoid Commander) announces the shutdown of XCOM while a Thin Man grasps his shoulder. This may be a refrence to earlier games, where it is implied that withdrawn countries are thusly easily infliltrated, then Mind Control techniques are used on their leaders and populace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=45338</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=45338"/>
		<updated>2013-03-25T21:50:10Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* V.I.P. Escort */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Thin Man (EU2012).png|70px|center]]&lt;br /&gt;
|hp=3/3/4/6&lt;br /&gt;
|aim=65&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=15&lt;br /&gt;
|move=15&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 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;
&lt;br /&gt;
__NOTOC__&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;
&#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 by 20% and damages their health by one point each turn. Can be cured by medkit. Fades away after a while.&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 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;
&lt;br /&gt;
=== Tactical Advice ===&lt;br /&gt;
Thin Men use a Light Plasma Rifle, which does much higher damage than a Sectoid&#039;s Plasma Pistol. On Classic try to make sure your troops have enough HP to not be one-shot by a lucky hit. Thin Men&#039;s high movement means you have to be very careful of flanks from them. If they have a low hit chance they will often use Poison Spit for a guaranteed hit, which will do 3 damage over 3 turns and wreck your soldier&#039;s aim. If they have a low hit chance on a soldier equipped with a Medikit or wearing Titan Armor, they will often use suppression on that soldier to reduce that soldier&#039;s aim for the turn. While their HP is nothing remarkable, it is enough to survive a grenade on Classic. Finally, beware of their leap ability, which they can surprise rooftop snipers with. Be careful when fighting around a building where you don&#039;t have the roof covered because Thin Men can leap on to the roof and then drop in for a flank on the next turn.&lt;br /&gt;
&lt;br /&gt;
The Council Missions will almost exclusively be Thin Men, so before engaging these missions, it is reccomended to give your troops either Medikits or Titan Armor, both of which will make them never use posion spit (though it is also a decent strategy with more armored/high HP soldiers to be spat at, making Thin Men &#039;waste a turn&#039; on what will only end up being 3 points of damage. However, since the spit attack rarely, if ever, misses, they problably will not leave cover for this). In the Escort and Bomb Disposal missions, Thin Men will periodically appear in the mission area. They will drop out of the sky (the game will show you where even if you can&#039;t see it) and then immediately go on overwatch. Dropping in counts as a move, so any troops on overwatch who see a Thin Man appear will take a shot (though on rare occasion where only one drops during Alien Activity, this may not happen). They will also appear in all Asset Recovery missions, save for the helicopter crash (which will be all Mutons) and the one at the truck stop (all Sectoids). In all other missions, they will appear for most of the game, but will apper less and less once Mutons and their iterations seem to replace them.&lt;br /&gt;
&lt;br /&gt;
Their capture yeilds Light Plasma Rifles, which themselves are arguably the best weapon for fighting Thin Men (damage is sufficient, and the +10 Aim is helpful, as a Thin Man&#039;s high move rate means they are almost never out of cover once a squad is activated). When you know you are going to fight them, you may also consider taking Scopes as inventory items (for example, for Assaults with Titan Armor, or Support with Deep Pockets, with the other item being a medikit), especially with their Foundry upgrade. Total, that&#039;s a +20 to Aim with +10 to Crit Chance, plus flanking/out of cover for when they drop out of the sky during Council Missions. The subsequent interrogation reduces time for UFO Tech Research, which directly helps in researching/building for the Firestorm interceptor, and indirectly with late-game armor, several Foundry projects, the EMP Interceptor weapon (and thus, sellable and useable reasources), and the Sattelite Nexus.&lt;br /&gt;
&lt;br /&gt;
As Council Missions will always appear about once a month, and their low HP and damage rates, Thin Men-infested Council Missions are excellent places to train new Psionic soldiers, as Mind Fray cannot miss, and with Iron Will and New Guy purchased, unsuccesful Psi attacks are rare, and in all but Impossible difficultiy, Mind Fray will be 100% fatal.&lt;br /&gt;
&lt;br /&gt;
=== V.I.P. Escort ===&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. As well as regular groups seeded on the map, extra Thin Men will periodically drop out of the sky on you on your way back-- but only as the VIP moves, so you can place your troops ahead of time to intercept. Be sure to scout with soldiers before moving the V.I.P. to the Skyranger; the entire mission will be a bust if the V.I.P. dies. They don&#039;t appear to ever use their Poison Spit attack on the V.I.P., even though with their 3 HP (on all difficulties- only with Damage Roulette activated might a VIP have a chance of surviving a hit from a Plasma shot), it would be sufficient to kill them, or force your soldiers to potentially move out of cover to heal them. Fortunatley, they will only begin to target the VIP once you have reached them and are able to control them.&lt;br /&gt;
&lt;br /&gt;
=== Bomb Disposal ===&lt;br /&gt;
In bomb disposal operations, it is not rare to see an entire alien force consisting of purely Thin Men, though there may be Sectoids in the first or second month. Some thin men will venture away from the main bomb and protect its power sources but you will find the highest concentration of Thin Men protecting the bomb. Just be sure to quickly dispatch the Thin Men before the bomb goes off and deactivate it. More Thin Men will drop down from the sky after disarming the bomb, so if you have time, take up defensive positions and go on overwatch before deactivating it.&lt;br /&gt;
&lt;br /&gt;
=== Asset Recovery ===&lt;br /&gt;
Notable in that maps include a reversal of several escort maps, such as the pier and the Astronomy/Monitoring Station. Additionally, these mission will only be non-wandering Seeded groups, allowing you to take your time moving through the map. Lastly, you do not need to actually find the Mission&#039;s asset (Astronomy Station: telescope. Truck Stop: hidden inside the last 16-wheeler is a big metal... something. Pier: crates inside the last building. Highway: crashed helicopter, just outside the acessable area, at the far end of the map) to win, merely kill all aliens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&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, if not an outright implication that they &#039;&#039;are&#039;&#039; the Snakemen, manipulated through genetics and surgery. &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;
*In the Game Over cutscene, the Spokesman (Mind Controlled by a Sectoid Commander) announces the shutdown of XCOM while a Thin Man grasps his shoulder. This may be a refrence to earlier games, where it is implied that withdrawn countries are thusly easily infliltrated, then Mind Control techniques are used on their leaders and populace. This may also imply that the Council may work on a 50% majority vote system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=45336</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=45336"/>
		<updated>2013-03-25T21:45:24Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Update: Well, game&#039;s about to be released and the [[Enemy Unknown (EU2012)]] page and table have been worked on, and now there will surely be more people stopping by and wanting to know more. So the question I&#039;m asking everyone is to have a look at the current status of the new game page and think about when the new table should be moved to the UFOPaedia&#039;s Main page? [[User:Hobbes|Hobbes]] 20:23, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
&lt;br /&gt;
A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
&lt;br /&gt;
See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other Wiki ==&lt;br /&gt;
I have recently found another wiki bearing the XCOM title. It focuses purely on the remake and frankly it is pointless considering the Ufopaedia is already established.&lt;br /&gt;
&lt;br /&gt;
I&#039;m just getting the word out.--[[User:SuicidalSectoid|SuicidalSectoid]] 14:08, 24 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:Got a link to it? Redundant or not, it&#039;s nice to see other eager about the game. [[User:NKF|NKF]] 16:00, 24 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::[http://xcom.wikia.com/wiki/XCOM_Wiki This one], I&#039;d say. Most likely exists because someone thinks every new game needs to be on wikia. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:03, 25 December 2012 (EST)&lt;br /&gt;
:::I&#039;ve noticed it even before the new game was out. They have nice design and content for the new game and a lot of traffic from being on wikia but all those commercial advertisements and structure and being restricted to the new games are the negative factors. [[User:Hobbes|Hobbes]] 12:13, 25 December 2012 (EST)&lt;br /&gt;
::::Ugh. I wouldn&#039;t describe wikia&#039;s design as &amp;quot;nice&amp;quot;. It&#039;s superficially impressive, but crammed with advertising and if you try to actually get anything done on it it&#039;s horrible. There&#039;s a reason most of wowwiki deserted wikia when they imposed that format.  [[User:Binkyuk|Binkyuk]] 12:45, 25 December 2012 (EST)&lt;br /&gt;
:::::By design I mean the navigation elements that make it easier to access game sections. Visually I also think it has too many elements. [[User:Hobbes|Hobbes]] 13:54, 25 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pretty Colours ==&lt;br /&gt;
&lt;br /&gt;
You know what&#039;d be cool? Different page themes depending on the game. Say for example, yellow for TFTD, red for Apocalypse, black / dark grey for XCOM, and so on. Or maybe even custom wallpaper for each title - nothing overly eye-catching, just an easy way to differentiate what you&#039;re looking at with a glance.&lt;br /&gt;
&lt;br /&gt;
We&#039;d need an extension to do it (I&#039;ve already got my eye on [http://www.mediawiki.org/wiki/Extension%3aPageCSS a simple looking one]), but before I bug Pete about it, what say ye all? The way I see it, we&#039;d need to make one template page per &amp;quot;theme&amp;quot; - but then we&#039;d need to edit just about every page on the wiki to implement them...&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:59, 18 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
: I wanted to do something similar many years ago when I started making the navbars so that when people went to a page, they&#039;d go &amp;quot;oh, this is EU or TFTD&amp;quot; just by the colours. Didn&#039;t get received very well if I remember correctly. But, with todays better versions of wiki software and scripts, why not? Go for it I say. -[[User:NKF|NKF]] 17:47, 18 January 2013 (EST)&lt;br /&gt;
: I think that&#039;s a wonderful idea, the issue is to pick a good color design that retains readability. [[User:Hobbes|Hobbes]] 18:30, 18 January 2013 (EST)&lt;br /&gt;
:Great Idea! I second what Hobbes is saying about readability. If you can&#039;t read what&#039;s on the page there&#039;s no point to new colours.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:45, 25 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=43859</id>
		<title>Chryssalid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=43859"/>
		<updated>2013-01-14T18:26:15Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Chryssalid.png|200px]]&lt;br /&gt;
|hp=8/8/8/8&lt;br /&gt;
|aim=Melee&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chryssalid is a savage murderous insect. Standing at about 5 feet, Chryssalids serve the [[alien Life Forms (EU2012)|alien]] forces as terror agents, though sometimes they can be seen defending structures of importance to the aliens. They are the fastest ground units in the game and they use their deadly claws to tear up your [[Soldiers (EU2012)|squad members]]. Perhaps the worst thing about them is that they can inject a venom into your operatives that effectively zombifies them, turning them into a [[zombie (EU2012)|thrall]] for the aliens, though that is not all. They also inject the victim with a Chryssalid egg. After 3 turns the egg will hatch and the new, fully adult Chryssalid will tear its way out of the zombie ready to inject more of your soldiers. (Or civilians where present.)&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
A priority when facing Chryssalids is to stay well away. If your [[Soldiers (EU2012)|squad]] members can hear Chryssalids running around you should put your squad on [[Overwatch (EU2012)|Overwatch]]. If a Chryssalid or two moves within your range a few extra hits before your turn will really help you in the fight.&lt;br /&gt;
&lt;br /&gt;
Chryssalids have heavy armour but they usually charge at your squad out in the open, sometimes the fact that they often ignore cover is enough to negate their large amounts of health. However you should be sure you have enough firepower to take down the whole group, keeping up with [[Research (EU2012)|technology]] will surely help you in this regard.&lt;br /&gt;
&lt;br /&gt;
However, for all their dangers there is one game mechanic that really makes Chryssalids suffer. Dashing. Chryssalids will often often completely ignore the moving and action mechanics of the game, dashing straight up to your [[Soldiers (EU2012)|soldiers]] without considering whether they can still attack in that turn. This reduces the power of the Chryssalid dramatically, as they have a habit of dashing up to point blank range and ending turn, giving you easy hits.&lt;br /&gt;
&lt;br /&gt;
As always, keep a [[Sniper (EU2012)|sniper]] or two around to quickly finish them off when they appear.&lt;br /&gt;
&lt;br /&gt;
Note that killing [[Zombie (EU2012)|zombified]] soldiers or civilians no longer hatches a Chryssalid. They will only hatch after 3 turns. Chryssalids hatch at the beginning of the aliens&#039; turn and can move and attack immediately after emerging. This can be a nasty surprise if you&#039;ve not been keeping track when a slow, lumbering zombie you thought you were a safe distance from suddenly turns in to a 20 move chryssalid and covers the distance easily.&lt;br /&gt;
&lt;br /&gt;
Chryssalids are at their most dangerous in terror [[Missions (EU2012)|missions]], where they can convert civilians in to [[Zombie (EU2012)|zombies]] and if you advance too slowly you can find yourself overwhelmed by sheer numbers.&lt;br /&gt;
&lt;br /&gt;
During missions such as larger UFO assaults or the alien base, where enemies are activated only when you get within sight range, Chryssalids can be extremely dangerous, as instead of falling back to cover, they will take their free move to surround your closest [[Soldiers (EU2012)|soldier]], and then attack as soon as the alien turn begins.&lt;br /&gt;
&lt;br /&gt;
[[Chitin Plating (EU2012)|Chitin Plating]], made from dead Chryssalid bodies, is the best defense against their melee attacks, providing 4 HP as well as 50% reduced melee damage. In larger terror missions it is an almost essential piece of equipment for your front-line assault soldiers.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Chryssalid corpses can be used to create [[Chitin Plating (EU2012)|Chitin Plating]], which protects against melee damage, this can help against Chryssalids a lot. Unfortunately it has no visual effects on the soldier wearing it, wearing Chryssalid shells would probably look really cool.&lt;br /&gt;
*The removal of time units have severely crippled Chryssalids as they can no longer rely on their movement speed alone. This has slightly hurt their reputation as the most iconic alien of X-COM as they are very foolhardy and defiant of the new movement mechanics. They are at their [[Chryssalid|full glory]] in the 1994 original X-COM.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:SuicidalSectoid&amp;diff=43752</id>
		<title>User:SuicidalSectoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:SuicidalSectoid&amp;diff=43752"/>
		<updated>2013-01-12T22:25:17Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is not much to mention. As for X-COM, well you could say it was love at first sight. Girlfriends! Bah! Who needs &#039;em anyways?&lt;br /&gt;
&lt;br /&gt;
I created every individual alien life form page (exception of the big list) for Enemy Unknown 2012 but that&#039;s about all.&lt;br /&gt;
I also painted a few gnomes once...That was pretty fun!&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Otto_Zander_(EU2012)&amp;diff=43751</id>
		<title>Talk:Otto Zander (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Otto_Zander_(EU2012)&amp;diff=43751"/>
		<updated>2013-01-12T22:23:22Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guy starts at 100 health? Are we sure that&#039;s right?--[[User:SuicidalSectoid|SuicidalSectoid]] 16:12, 12 January 2013 (EST)&amp;lt;br&amp;gt;&lt;br /&gt;
::Proof [http://imagery.playerattack.com/XCOM-EnemyUnknown-OttoZander.jpg] --[[User:Mazaev|Mazaev]] 17:03, 12 January 2013 (EST)&lt;br /&gt;
:::That&#039;s mad! I&#039;ll need to check what that looks like on a mission.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:23, 12 January 2013 (EST)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=43750</id>
		<title>Making The Game Harder (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=43750"/>
		<updated>2013-01-12T22:20:09Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended for players who finish the game frequently on the higher difficulties (Classic/Impossible/Ironman/Second Wave) and would like to keep the challenge alive or to add a little extra spice to their games. &lt;br /&gt;
&lt;br /&gt;
Naturally it is quite easy to handicap yourself while playing the game: using only conventional weaponry, no armor, only pistols, etc. Some of these situations are detailed here, in addition to exploits/cheats/tactics that make the game easier, which you might want to refrain from using.&lt;br /&gt;
&lt;br /&gt;
Feel free to suggest more or try any of these ideas (or all of them!). Some may make the game very hard or even impossible to win. Most of these ideas are based on a [[Making_the_Game_Harder|similar page]] for the original game. &lt;br /&gt;
&lt;br /&gt;
==Second Wave Settings==&lt;br /&gt;
These are [[Second Wave (EU2012)|Second Wave]] settings designed to enhance specific aspects of gameplay:&lt;br /&gt;
* Tactical - &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039;, &#039;&#039;&#039;Red Fog&#039;&#039;&#039;, &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; and &#039;&#039;&#039;Total Loss&#039;&#039;&#039;. Essentially damage will vary more, your soldier&#039;s stats are affected by wounds, flanking will always cause critical hits and losing units will also eliminate their equipment and weapons.&lt;br /&gt;
* Strategic - &#039;&#039;&#039;New Economy&#039;&#039;&#039;, &#039;&#039;&#039;Marathon&#039;&#039;&#039;, &#039;&#039;&#039;Results Driven&#039;&#039;&#039;, &#039;&#039;&#039;High Stakes&#039;&#039;&#039; and &#039;&#039;&#039;War Wariness&#039;&#039;&#039;. This will randomize funding, make the war longer, panic affect funding, randomized rewards from Abductions and gradual reduction of income each month. &lt;br /&gt;
* HQ - &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039;, &#039;&#039;&#039;E-115&#039;&#039;&#039; and &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039;. This will increase the cost of each additional satellites, cause Elerium loss over time and double the power requirements for the base facilities. &lt;br /&gt;
* Soldiers - &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039;, &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; and &#039;&#039;&#039;More Than Human&#039;&#039;&#039;. These will vary the starting stats of your solders and gained through promoions. It also make capturing a Psionic alien a requirement for developing the technology and the Psi gift will be much harder to discover in your soldiers. &lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===Offensive Psionics===&lt;br /&gt;
* No use of psionic powers allowed.&lt;br /&gt;
* Only 1 Psionic soldier capable of using Psionics&lt;br /&gt;
* No Mind Control &lt;br /&gt;
===Defensive Psionics===&lt;br /&gt;
* No Mind Shields or Psi Armor allowed (with the exception of the Volunteer for the final mission).&lt;br /&gt;
&lt;br /&gt;
==Pacifist==&lt;br /&gt;
* You may never shoot down any UFOs (but you may assault landed ones) and you may never command any of your soldiers to fire their weapon (with the exception of the Arc Thrower since it won&#039;t kill the alien). You may however set your soldiers on Overwatch (self-defense) instead of using Firing. &lt;br /&gt;
&lt;br /&gt;
==Firepower/Technology==&lt;br /&gt;
&lt;br /&gt;
===Technophobe===&lt;br /&gt;
* You may not use or research any alien related items. All artifacts recovered from missions must be sold immediately, with the exception of those required to progress the storyline. This essentially means that you&#039;ll be restricted to only conventional weapons to fight, either on air on on the ground. Good luck.&lt;br /&gt;
* You may also never accept scientists or build any Labs. &lt;br /&gt;
===Conventional Only===&lt;br /&gt;
* You may only use conventional weapons/armor throughout the entire game. &lt;br /&gt;
===Laser Squad===&lt;br /&gt;
* You may only deploy Lasers weapons and Carapace/Skeleton armor on any combat mission.&lt;br /&gt;
===Rise Of The Robots===&lt;br /&gt;
* After getting the Foundry (which should be your 1st priority) you&#039;ll use as many SHIVs as possible instead of human soldiers. &lt;br /&gt;
===Limited Squads===&lt;br /&gt;
* Don&#039;t purchase Squad Size I &amp;amp; II and stick to the 4 soldier squad throughout the entire campaign.&lt;br /&gt;
===Gunslinger===&lt;br /&gt;
* Only use pistols throughout the entire game (Heavies and several abilities become useless).&lt;br /&gt;
===Top Gun===&lt;br /&gt;
* Only use Ravens - don&#039;t build Firestorms&lt;br /&gt;
* Don&#039;t research advanced Air to Air weapons and stick to Avalanches&lt;br /&gt;
==Classes/Abilities==&lt;br /&gt;
===Trying Something New===&lt;br /&gt;
Don&#039;t choose any of these abilities while leveling up soldiers:&lt;br /&gt;
* Squad Sight (Sniper)&lt;br /&gt;
* Field Medic (Support)&lt;br /&gt;
* Rapid Fire (Assault) &lt;br /&gt;
* HEAT Ammo (Heavy)&lt;br /&gt;
===Voluntary Retirement===&lt;br /&gt;
* Once a soldier reaches Colonel rank it is immediately retired and dismissed from service as a reward for his/her services fighting the alien invasion.&lt;br /&gt;
* Or the same as above but dismiss all commissioned officers, which means everyone from Lieutenant upwards.&lt;br /&gt;
===Valkyrie Squad===&lt;br /&gt;
* Dismiss all the ugly XY mutts still alive at the Barracks after the 1st mission and only use female soldiers during the entire game. &lt;br /&gt;
===Single Class===&lt;br /&gt;
* Use only one class of soldiers during a mission or the entire game. &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
===V.I.P.s===&lt;br /&gt;
*Near the start of the game select ten soldiers to be your Very Important People. (or V.I.P.s for short) &lt;br /&gt;
*Change their armour or names to indicate that they are V.I.P.s. &lt;br /&gt;
*You must bring at least one V.I.P. along to every mission. &lt;br /&gt;
*If a V.I.P. is killed you may not replace him. &lt;br /&gt;
*If all of your V.I.P.s are dead, you must completely abandon the current campaign. &lt;br /&gt;
*In the event that all of your remaining V.I.P.s end up in the infirmary and awaiting recovery you may still play until they recover, after that you must again bring at least one V.I.P. to each mission.&lt;br /&gt;
*You may also pull a V.I.P. out of a mission if things get hairy.&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=43749</id>
		<title>Making The Game Harder (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=43749"/>
		<updated>2013-01-12T22:15:30Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended for players who finish the game frequently on the higher difficulties (Classic/Impossible/Ironman/Second Wave) and would like to keep the challenge alive or to add a little extra spice to their games. &lt;br /&gt;
&lt;br /&gt;
Naturally it is quite easy to handicap yourself while playing the game: using only conventional weaponry, no armor, only pistols, etc. Some of these situations are detailed here, in addition to exploits/cheats/tactics that make the game easier, which you might want to refrain from using.&lt;br /&gt;
&lt;br /&gt;
Feel free to suggest more or try any of these ideas (or all of them!). Some may make the game very hard or even impossible to win. Most of these ideas are based on a [[Making_the_Game_Harder|similar page]] for the original game. &lt;br /&gt;
&lt;br /&gt;
==Second Wave Settings==&lt;br /&gt;
These are [[Second Wave (EU2012)|Second Wave]] settings designed to enhance specific aspects of gameplay:&lt;br /&gt;
* Tactical - &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039;, &#039;&#039;&#039;Red Fog&#039;&#039;&#039;, &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; and &#039;&#039;&#039;Total Loss&#039;&#039;&#039;. Essentially damage will vary more, your soldier&#039;s stats are affected by wounds, flanking will always cause critical hits and losing units will also eliminate their equipment and weapons.&lt;br /&gt;
* Strategic - &#039;&#039;&#039;New Economy&#039;&#039;&#039;, &#039;&#039;&#039;Marathon&#039;&#039;&#039;, &#039;&#039;&#039;Results Driven&#039;&#039;&#039;, &#039;&#039;&#039;High Stakes&#039;&#039;&#039; and &#039;&#039;&#039;War Wariness&#039;&#039;&#039;. This will randomize funding, make the war longer, panic affect funding, randomized rewards from Abductions and gradual reduction of income each month. &lt;br /&gt;
* HQ - &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039;, &#039;&#039;&#039;E-115&#039;&#039;&#039; and &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039;. This will increase the cost of each additional satellites, cause Elerium loss over time and double the power requirements for the base facilities. &lt;br /&gt;
* Soldiers - &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039;, &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; and &#039;&#039;&#039;More Than Human&#039;&#039;&#039;. These will vary the starting stats of your solders and gained through promoions. It also make capturing a Psionic alien a requirement for developing the technology and the Psi gift will be much harder to discover in your soldiers. &lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===Offensive Psionics===&lt;br /&gt;
* No use of psionic powers allowed.&lt;br /&gt;
* Only 1 Psionic soldier capable of using Psionics&lt;br /&gt;
* No Mind Control &lt;br /&gt;
===Defensive Psionics===&lt;br /&gt;
* No Mind Shields or Psi Armor allowed (with the exception of the Volunteer for the final mission).&lt;br /&gt;
&lt;br /&gt;
==Pacifist==&lt;br /&gt;
* You may never shoot down any UFOs (but you may assault landed ones) and you may never command any of your soldiers to fire their weapon (with the exception of the Arc Thrower since it won&#039;t kill the alien). You may however set your soldiers on Overwatch (self-defense) instead of using Firing. &lt;br /&gt;
&lt;br /&gt;
==Firepower/Technology==&lt;br /&gt;
&lt;br /&gt;
===Technophobe===&lt;br /&gt;
* You may not use or research any alien related items. All artifacts recovered from missions must be sold immediately, with the exception of those required to progress the storyline. This essentially means that you&#039;ll be restricted to only conventional weapons to fight, either on air on on the ground. Good luck.&lt;br /&gt;
* You may also never accept scientists or build any Labs. &lt;br /&gt;
===Conventional Only===&lt;br /&gt;
* You may only use conventional weapons/armor throughout the entire game. &lt;br /&gt;
===Laser Squad===&lt;br /&gt;
* You may only deploy Lasers weapons and Carapace/Skeleton armor on any combat mission.&lt;br /&gt;
===Rise Of The Robots===&lt;br /&gt;
* After getting the Foundry (which should be your 1st priority) you&#039;ll use as many SHIVs as possible instead of human soldiers. &lt;br /&gt;
===Limited Squads===&lt;br /&gt;
* Don&#039;t purchase Squad Size I &amp;amp; II and stick to the 4 soldier squad throughout the entire campaign.&lt;br /&gt;
===Gunslinger===&lt;br /&gt;
* Only use pistols throughout the entire game (Heavies and several abilities become useless).&lt;br /&gt;
===Top Gun===&lt;br /&gt;
* Only use Ravens - don&#039;t build Firestorms&lt;br /&gt;
* Don&#039;t research advanced Air to Air weapons and stick to Avalanches&lt;br /&gt;
==Classes/Abilities==&lt;br /&gt;
===Trying Something New===&lt;br /&gt;
Don&#039;t choose any of these abilities while leveling up soldiers:&lt;br /&gt;
* Squad Sight (Sniper)&lt;br /&gt;
* Field Medic (Support)&lt;br /&gt;
* Rapid Fire (Assault) &lt;br /&gt;
* HEAT Ammo (Heavy)&lt;br /&gt;
===Voluntary Retirement===&lt;br /&gt;
* Once a soldier reaches Colonel rank it is immediately retired and dismissed from service as a reward for his/her services fighting the alien invasion.&lt;br /&gt;
* Or the same as above but dismiss all commissioned officers, which means everyone from Lieutenant upwards.&lt;br /&gt;
===Valkyrie Squad===&lt;br /&gt;
* Dismiss all the ugly XY mutts still alive at the Barracks after the 1st mission and only use female soldiers during the entire game. &lt;br /&gt;
===Single Class===&lt;br /&gt;
* Use only one class of soldiers during a mission or the entire game. &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
===V.I.P.s===&lt;br /&gt;
Near the start of the game select ten soldiers to be your Very Important People. (or V.I.P.s for short) Change their armour or names to indicate that they are V.I.P.s. You must bring at least one V.I.P. along to every mission. If a V.I.P. is killed you may not replace him. If all of your V.I.P.s are dead, you must completely abandon the current campaign. In the event that all of your remaining V.I.P.s end up in the infirmary and awaiting recovery you may still play until they recover, after that you must again bring at least one V.I.P. to each mission. You can also pull a V.I.P. out of a mission if things get hairy.&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=43748</id>
		<title>Making The Game Harder (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=43748"/>
		<updated>2013-01-12T22:14:24Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended for players who finish the game frequently on the higher difficulties (Classic/Impossible/Ironman/Second Wave) and would like to keep the challenge alive or to add a little extra spice to their games. &lt;br /&gt;
&lt;br /&gt;
Naturally it is quite easy to handicap yourself while playing the game: using only conventional weaponry, no armor, only pistols, etc. Some of these situations are detailed here, in addition to exploits/cheats/tactics that make the game easier, which you might want to refrain from using.&lt;br /&gt;
&lt;br /&gt;
Feel free to suggest more or try any of these ideas (or all of them!). Some may make the game very hard or even impossible to win. Most of these ideas are based on a [[Making_the_Game_Harder|similar page]] for the original game. &lt;br /&gt;
&lt;br /&gt;
==Second Wave Settings==&lt;br /&gt;
These are [[Second Wave (EU2012)|Second Wave]] settings designed to enhance specific aspects of gameplay:&lt;br /&gt;
* Tactical - &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039;, &#039;&#039;&#039;Red Fog&#039;&#039;&#039;, &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; and &#039;&#039;&#039;Total Loss&#039;&#039;&#039;. Essentially damage will vary more, your soldier&#039;s stats are affected by wounds, flanking will always cause critical hits and losing units will also eliminate their equipment and weapons.&lt;br /&gt;
* Strategic - &#039;&#039;&#039;New Economy&#039;&#039;&#039;, &#039;&#039;&#039;Marathon&#039;&#039;&#039;, &#039;&#039;&#039;Results Driven&#039;&#039;&#039;, &#039;&#039;&#039;High Stakes&#039;&#039;&#039; and &#039;&#039;&#039;War Wariness&#039;&#039;&#039;. This will randomize funding, make the war longer, panic affect funding, randomized rewards from Abductions and gradual reduction of income each month. &lt;br /&gt;
* HQ - &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039;, &#039;&#039;&#039;E-115&#039;&#039;&#039; and &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039;. This will increase the cost of each additional satellites, cause Elerium loss over time and double the power requirements for the base facilities. &lt;br /&gt;
* Soldiers - &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039;, &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; and &#039;&#039;&#039;More Than Human&#039;&#039;&#039;. These will vary the starting stats of your solders and gained through promoions. It also make capturing a Psionic alien a requirement for developing the technology and the Psi gift will be much harder to discover in your soldiers. &lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===Offensive Psionics===&lt;br /&gt;
* No use of psionic powers allowed.&lt;br /&gt;
* Only 1 Psionic soldier capable of using Psionics&lt;br /&gt;
* No Mind Control &lt;br /&gt;
===Defensive Psionics===&lt;br /&gt;
* No Mind Shields or Psi Armor allowed (with the exception of the Volunteer for the final mission).&lt;br /&gt;
&lt;br /&gt;
==Pacifist==&lt;br /&gt;
* You may never shoot down any UFOs (but you may assault landed ones) and you may never command any of your soldiers to fire their weapon (with the exception of the Arc Thrower since it won&#039;t kill the alien). You may however set your soldiers on Overwatch (self-defense) instead of using Firing. &lt;br /&gt;
&lt;br /&gt;
==Firepower/Technology==&lt;br /&gt;
&lt;br /&gt;
===Technophobe===&lt;br /&gt;
* You may not use or research any alien related items. All artifacts recovered from missions must be sold immediately, with the exception of those required to progress the storyline. This essentially means that you&#039;ll be restricted to only conventional weapons to fight, either on air on on the ground. Good luck.&lt;br /&gt;
* You may also never accept scientists or build any Labs. &lt;br /&gt;
===Conventional Only===&lt;br /&gt;
* You may only use conventional weapons/armor throughout the entire game. &lt;br /&gt;
===Laser Squad===&lt;br /&gt;
* You may only deploy Lasers weapons and Carapace/Skeleton armor on any combat mission.&lt;br /&gt;
===Rise Of The Robots===&lt;br /&gt;
* After getting the Foundry (which should be your 1st priority) you&#039;ll use as many SHIVs as possible instead of human soldiers. &lt;br /&gt;
===Limited Squads===&lt;br /&gt;
* Don&#039;t purchase Squad Size I &amp;amp; II and stick to the 4 soldier squad throughout the entire campaign.&lt;br /&gt;
===Gunslinger===&lt;br /&gt;
* Only use pistols throughout the entire game (Heavies and several abilities become useless).&lt;br /&gt;
===Top Gun===&lt;br /&gt;
* Only use Ravens - don&#039;t build Firestorms&lt;br /&gt;
* Don&#039;t research advanced Air to Air weapons and stick to Avalanches&lt;br /&gt;
==Classes/Abilities==&lt;br /&gt;
===Trying Something New===&lt;br /&gt;
Don&#039;t choose any of these abilities while leveling up soldiers:&lt;br /&gt;
* Squad Sight (Sniper)&lt;br /&gt;
* Field Medic (Support)&lt;br /&gt;
* Rapid Fire (Assault) &lt;br /&gt;
* HEAT Ammo (Heavy)&lt;br /&gt;
===Voluntary Retirement===&lt;br /&gt;
* Once a soldier reaches Colonel rank it is immediately retired and dismissed from service as a reward for his/her services fighting the alien invasion.&lt;br /&gt;
* Or the same as above but dismiss all commissioned officers, which means everyone from Lieutenant upwards.&lt;br /&gt;
===Valkyrie Squad===&lt;br /&gt;
* Dismiss all the ugly XY mutts still alive at the Barracks after the 1st mission and only use female soldiers during the entire game. &lt;br /&gt;
===Single Class===&lt;br /&gt;
* Use only one class of soldiers during a mission or the entire game. &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
===V.I.P.s===&lt;br /&gt;
Near the start of the game select ten soldiers to be your Very Important People.(or V.I.P.s for short)Change their armour or names to indicate that they are V.I.P.s. You must bring at least one V.I.P. along to every mission. If a V.I.P. is killed you may not replace him. If all of your V.I.P.s are dead, you must completely abandon the current campaign. In the event that all of your remaining V.I.P.s end up in the infirmary and awaiting recovery you may still play until they recover, after that you must again bring at least one V.I.P. to each mission. You can also pull a V.I.P. out of a mission if things get hairy.&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Otto_Zander_(EU2012)&amp;diff=43745</id>
		<title>Talk:Otto Zander (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Otto_Zander_(EU2012)&amp;diff=43745"/>
		<updated>2013-01-12T21:12:25Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: Created page with &amp;quot;This guy starts at 100 health? Are we sure that&amp;#039;s right?--~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guy starts at 100 health? Are we sure that&#039;s right?--[[User:SuicidalSectoid|SuicidalSectoid]] 16:12, 12 January 2013 (EST)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:SuicidalSectoid&amp;diff=42762</id>
		<title>User:SuicidalSectoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:SuicidalSectoid&amp;diff=42762"/>
		<updated>2012-12-24T19:37:54Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: Created page with &amp;quot;There is not much to mention. As for X-COM, well you could say it was love at first sight. Girlfriends! Bah! Who needs &amp;#039;em anyways?  I created every individual alien life form pa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is not much to mention. As for X-COM, well you could say it was love at first sight. Girlfriends! Bah! Who needs &#039;em anyways?&lt;br /&gt;
&lt;br /&gt;
I created every individual alien life form page (exception of the big list) for Enemy Unknown but that&#039;s about all.&lt;br /&gt;
I also painted a few gnomes once...That was pretty fun!&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=42761</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=42761"/>
		<updated>2012-12-24T19:08:40Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Update: Well, game&#039;s about to be released and the [[Enemy Unknown (EU2012)]] page and table have been worked on, and now there will surely be more people stopping by and wanting to know more. So the question I&#039;m asking everyone is to have a look at the current status of the new game page and think about when the new table should be moved to the UFOPaedia&#039;s Main page? [[User:Hobbes|Hobbes]] 20:23, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
&lt;br /&gt;
A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
&lt;br /&gt;
See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other Wiki ==&lt;br /&gt;
I have recently found another wiki bearing the XCOM title. It focuses purely on the remake and frankly it is pointless considering the Ufopaedia is already established.&lt;br /&gt;
&lt;br /&gt;
I&#039;m just getting the word out.--[[User:SuicidalSectoid|SuicidalSectoid]] 14:08, 24 December 2012 (EST)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Multiplayer_Builds_(EU2012)&amp;diff=41543</id>
		<title>Multiplayer Builds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Multiplayer_Builds_(EU2012)&amp;diff=41543"/>
		<updated>2012-11-19T15:32:28Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: New Build.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Chryssalid/Thin Man build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 Chryssalids&lt;br /&gt;
*2 Thin Men&lt;br /&gt;
*1200 points to spend on whatever you like.&lt;br /&gt;
Pros: This build provides a well balanced army, with the scouting/potential zombyfying power of the chryssalids, the mobility/moderate damage of the thin man, and the rest are to cover your personal tastes(you will have 1200 points to spend after the first 4). Can decimate sectoid commanders, and can replenish lost teammates. High powered low squad teams can be ganged up on.&lt;br /&gt;
&lt;br /&gt;
Cons: Must be very careful with your thin men. Try to take a roof asap with your chryssalids, followed by your thin men, and the rest cover the rear. Chryssalids have melee only, so they are VERY vulnerable to snipers. I suggest ganging up on snipers asap. Beware of high upgrade assault class w/ chitin plating, chryssalid attack does 4 damage max, and can&#039;t poison in titan armor.&lt;br /&gt;
&lt;br /&gt;
Tips: Go for weak units first. Weaken them first, then zombiefy them to add to your chryssald collection. Keep your thin men safe. If the enemy has a sniper with plasma, best advice is to poison and surpress it, followed by Chryssalid flank. If the enemy has sectoid commanders. gang up on them. their mind attacks don&#039;t work, and they turn that 3200 point unit into a 3000 point unit for you. If the enemy has cyber discs, hide and draw them into a trap, preferably inside a building.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Sectoid commanders build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*3 Sectoid commanders&lt;br /&gt;
*1 Sectoid&lt;br /&gt;
(total 10000 points)&lt;br /&gt;
&lt;br /&gt;
Pros: You have 3 MC and 3 grenades. Also your mindfray can be deadly since you got 3 of them too. Works best against small squad without mind shield.&lt;br /&gt;
&lt;br /&gt;
Cons: They&#039;re kind of slow. If your opponent have cyberdisk or mind shield soldier, you&#039;ll have hard time dealing with them.&lt;br /&gt;
&lt;br /&gt;
Tips: If you MC an enemy unit, consider using their abilities, especially grenades. Since you lose control of them if your SC dies!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archangel sniper build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Dead eye sniper with Plasma rifle and Archangel armor&lt;br /&gt;
&lt;br /&gt;
*&#039;filler&#039; units, which will serve as eyes for the sniper.&lt;br /&gt;
&lt;br /&gt;
Pros: Very good at defensive play. your opponent will have hard time reaching your sniper.&lt;br /&gt;
&lt;br /&gt;
Cons: Can be weak against swarming opponents. You will kill one unit per turn reliably, but rest of your squad will be weaker than opponent&#039;s. Combat stims soldier can be pain, since they don&#039;t get critted and takes half damage.&lt;br /&gt;
&lt;br /&gt;
Tips: Best on Boulevard map. In Grand cemetery and Trainyard it is solid. Weaker in Police station. After your sniper&#039;s shot, consider hunkering down your scout, if they can&#039;t kill something. Your main damage comes from sniper and he needs spotters to be alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Laser Tank&amp;quot; Squad Build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Commando class Assault with Titan armour, a Scatter Laser and an optional medkit.&lt;br /&gt;
*3 Rookie Soldiers armed with standard armour and Light Plasma rifles.&lt;br /&gt;
*1 Rookie Soldier armed with a Skeleton Suit, a SCOPE and a light plasma rifle.&lt;br /&gt;
(Note: Rookie counts as a class, selected specifically in the Soldier class menu.)&lt;br /&gt;
Cost: Aproximately 9700, extra 300 points spending money if you are not worried about getting the first turn.&lt;br /&gt;
&lt;br /&gt;
Pros: &lt;br /&gt;
*High critting, fast moving monster Assault Soldier with around 20 health and the ability to fire twice. (Rapid fire ability.)&lt;br /&gt;
*&amp;quot;First Mate&amp;quot; type unit with good mobility that is hard to hit. (Guy in Skeleton suit.)&lt;br /&gt;
*Strong support team with decent accuracy.&lt;br /&gt;
*Flexible build. The assault soldier is the only essential unit to this build.&lt;br /&gt;
&lt;br /&gt;
Cons: &lt;br /&gt;
*No real defence against psionics. (Though the build&#039;s flexibility lets you take a mind shield in exchange for a soldier or some weapons.)&lt;br /&gt;
*May be hard to get the assault close to snipers. (When you do they can really get shredded.)&lt;br /&gt;
*All humans are extremely suceptible to Chryssalid attacks. Again, swith out the riflemen if you feel unsafe.&lt;br /&gt;
*Assault may find it hard to hit Cyberdiscs and other flying units.&lt;br /&gt;
*Assault may find itself in a big ambush situation. (Health might save you here, but always be sure to look before you leap.)&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
Agressive scouting and &amp;quot;seek, locate, destroy&amp;quot; tactics are how you should truly be using this squad. Keep your Assault out of the fight until you have a good flanking opportunity, the element of surprise is key to this build&#039;s success. Keep scouting for enemies &#039;&#039;before&#039;&#039; sending in your Assault over unexplored territory.&lt;br /&gt;
&lt;br /&gt;
Try to keep the Assault hidden as much as possible while advancing towards a hostile. Get the assault as close as possible to enemies, flanking ideally. Use rapid fire when the opportunity presents itself, do not save it! You can use rapid fire every turn. Use your better judgement when the enemy is too far away, one accurate shot might be better than 2 Rapid Fire shots. As for Run and Gun, you might want to save that for assassination attempts against higher tier enemies. Note the assault has Lightning Reflexes too so do not be too scared of reaction fire.&lt;br /&gt;
&lt;br /&gt;
You might want to give your assault a medkit, it has saved my assault numerous times. A mind shield may be useful too but there is no guarantee that your enemy will use psionic units.&lt;br /&gt;
&lt;br /&gt;
If the worst comes to pass, retreat your Assault into a small room if possible and heal. Keep doing overwatch until your opponent gets impatient and attacks the room. They will usually be at your mercy at that point.&lt;br /&gt;
&lt;br /&gt;
Be smart with the support group but do not fret too much if you lose a few. The Assault is really the backbone of the build. Keep in mind that you should not sacrifice the riflemen completely, it is a gross waste of points.&lt;br /&gt;
&lt;br /&gt;
You can change the support team as much as you want. Again, the Laser Assault is the only really essential soldier. The above team is very effective though. A Sectoid or two can suppress enemies, locking them in place for a surprise attack from your Assault.&lt;br /&gt;
&lt;br /&gt;
As for the assault&#039;s weapon, a Scatter Laser is the most cost effective. Its high crit chance makes it a good alternative to a rifle and with the health you&#039;re packing you can afford to get up close enough to offset its limited range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanky Smokejumpers &amp;amp; Medic build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5 Smokejumpers with LPR and Chitin&lt;br /&gt;
1 Medic with LPR, Skeleton suit and Medikit&lt;br /&gt;
(9750p)&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*6 units, which allows to overwhelm super soldiers.&lt;br /&gt;
*Units have good aim(SJs have 80 and medic has 92) and nice HP. (all units have 11, cannot be killed with any non-critical attacks.)&lt;br /&gt;
*Good chance to get the first turn.&lt;br /&gt;
*Many smoke grenades.&lt;br /&gt;
*Can revive units if they are critically wounded&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*If you put units too close, they can be vulnerable to AOE attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
If one of your unit got MC&#039;ed, ignore him and kill the MC&#039;er. MC&#039;ed unit won&#039;t be able to oneshot the mates.&lt;br /&gt;
Although medic have highest aim, keep him in back. reviving critically wounded soldier is key to win, and you don&#039;t want medic killed. He have sprinter perk and skeleton suit, which allows move to any unit that critically wounded from back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Brain and Braun&amp;quot; build&#039;&#039;&#039;&lt;br /&gt;
*Sectoid Commander&lt;br /&gt;
*Muton Elite&lt;br /&gt;
*Regular Muton&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Psionic Capabilities&lt;br /&gt;
*Sectoid Commander with Mind Control power&lt;br /&gt;
*Two tough bodyguards for the Sectoid Commander&lt;br /&gt;
*Three grenades&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*Small squad might be outnumbered&lt;br /&gt;
*Mutons are quite suceptible to Mind Control&lt;br /&gt;
*Slow units provide limited scouting abilities&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
Keep the Sectoid far in the back, hidden if possible.&lt;br /&gt;
&lt;br /&gt;
Have your Mutons scouting ahead. When you spot an enemy check if it is worth Mind Controlling.&lt;br /&gt;
&lt;br /&gt;
If a unit you have spotted is Mind Control worthy, try to take it over. If you have chosen wisely, the unit you have under your control will be central to the enemy plans. This might cause a crumble in the enemy forces within the 3 turns you have the unit.&lt;br /&gt;
&lt;br /&gt;
The Mutons are very competent fighters. The Muton Elite is notoriously difficult to hit. Both Mutons pack a heavy load of firepower and are very accurate killers.&lt;br /&gt;
&lt;br /&gt;
Another great advantage is the grenade capabilities of your squad. Altogether the grenades will do 15 damage, though you may be aiming them at different targets. 15 points of assured damage is priceless in a game where no shot is certain and there is also the amazing area of effect potential as well. You may want to save it for tearing up tight knit groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Multiplayer_Builds_(EU2012)&amp;diff=41542</id>
		<title>Multiplayer Builds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Multiplayer_Builds_(EU2012)&amp;diff=41542"/>
		<updated>2012-11-19T15:30:14Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: New build added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Chryssalid/Thin Man build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 Chryssalids&lt;br /&gt;
*2 Thin Men&lt;br /&gt;
*1200 points to spend on whatever you like.&lt;br /&gt;
Pros: This build provides a well balanced army, with the scouting/potential zombyfying power of the chryssalids, the mobility/moderate damage of the thin man, and the rest are to cover your personal tastes(you will have 1200 points to spend after the first 4). Can decimate sectoid commanders, and can replenish lost teammates. High powered low squad teams can be ganged up on.&lt;br /&gt;
&lt;br /&gt;
Cons: Must be very careful with your thin men. Try to take a roof asap with your chryssalids, followed by your thin men, and the rest cover the rear. Chryssalids have melee only, so they are VERY vulnerable to snipers. I suggest ganging up on snipers asap. Beware of high upgrade assault class w/ chitin plating, chryssalid attack does 4 damage max, and can&#039;t poison in titan armor.&lt;br /&gt;
&lt;br /&gt;
Tips: Go for weak units first. Weaken them first, then zombiefy them to add to your chryssald collection. Keep your thin men safe. If the enemy has a sniper with plasma, best advice is to poison and surpress it, followed by Chryssalid flank. If the enemy has sectoid commanders. gang up on them. their mind attacks don&#039;t work, and they turn that 3200 point unit into a 3000 point unit for you. If the enemy has cyber discs, hide and draw them into a trap, preferably inside a building.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Sectoid commanders build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*3 Sectoid commanders&lt;br /&gt;
*1 Sectoid&lt;br /&gt;
(total 10000 points)&lt;br /&gt;
&lt;br /&gt;
Pros: You have 3 MC and 3 grenades. Also your mindfray can be deadly since you got 3 of them too. Works best against small squad without mind shield.&lt;br /&gt;
&lt;br /&gt;
Cons: They&#039;re kind of slow. If your opponent have cyberdisk or mind shield soldier, you&#039;ll have hard time dealing with them.&lt;br /&gt;
&lt;br /&gt;
Tips: If you MC an enemy unit, consider using their abilities, especially grenades. Since you lose control of them if your SC dies!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archangel sniper build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Dead eye sniper with Plasma rifle and Archangel armor&lt;br /&gt;
&lt;br /&gt;
*&#039;filler&#039; units, which will serve as eyes for the sniper.&lt;br /&gt;
&lt;br /&gt;
Pros: Very good at defensive play. your opponent will have hard time reaching your sniper.&lt;br /&gt;
&lt;br /&gt;
Cons: Can be weak against swarming opponents. You will kill one unit per turn reliably, but rest of your squad will be weaker than opponent&#039;s. Combat stims soldier can be pain, since they don&#039;t get critted and takes half damage.&lt;br /&gt;
&lt;br /&gt;
Tips: Best on Boulevard map. In Grand cemetery and Trainyard it is solid. Weaker in Police station. After your sniper&#039;s shot, consider hunkering down your scout, if they can&#039;t kill something. Your main damage comes from sniper and he needs spotters to be alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Laser Tank&amp;quot; Squad Build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Commando class Assault with Titan armour, a Scatter Laser and an optional medkit.&lt;br /&gt;
*3 Rookie Soldiers armed with standard armour and Light Plasma rifles.&lt;br /&gt;
*1 Rookie Soldier armed with a Skeleton Suit, a SCOPE and a light plasma rifle.&lt;br /&gt;
(Note: Rookie counts as a class, selected specifically in the Soldier class menu.)&lt;br /&gt;
Cost: Aproximately 9700, extra 300 points spending money if you are not worried about getting the first turn.&lt;br /&gt;
&lt;br /&gt;
Pros: &lt;br /&gt;
*High critting, fast moving monster Assault Soldier with around 20 health and the ability to fire twice. (Rapid fire ability.)&lt;br /&gt;
*&amp;quot;First Mate&amp;quot; type unit with good mobility that is hard to hit. (Guy in Skeleton suit.)&lt;br /&gt;
*Strong support team with decent accuracy.&lt;br /&gt;
*Flexible build. The assault soldier is the only essential unit to this build.&lt;br /&gt;
&lt;br /&gt;
Cons: &lt;br /&gt;
*No real defence against psionics. (Though the build&#039;s flexibility lets you take a mind shield in exchange for a soldier or some weapons.)&lt;br /&gt;
*May be hard to get the assault close to snipers. (When you do they can really get shredded.)&lt;br /&gt;
*All humans are extremely suceptible to Chryssalid attacks. Again, swith out the riflemen if you feel unsafe.&lt;br /&gt;
*Assault may find it hard to hit Cyberdiscs and other flying units.&lt;br /&gt;
*Assault may find itself in a big ambush situation. (Health might save you here, but always be sure to look before you leap.)&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
Agressive scouting and &amp;quot;seek, locate, destroy&amp;quot; tactics are how you should truly be using this squad. Keep your Assault out of the fight until you have a good flanking opportunity, the element of surprise is key to this build&#039;s success. Keep scouting for enemies &#039;&#039;before&#039;&#039; sending in your Assault over unexplored territory.&lt;br /&gt;
&lt;br /&gt;
Try to keep the Assault hidden as much as possible while advancing towards a hostile. Get the assault as close as possible to enemies, flanking ideally. Use rapid fire when the opportunity presents itself, do not save it! You can use rapid fire every turn. Use your better judgement when the enemy is too far away, one accurate shot might be better than 2 Rapid Fire shots. As for Run and Gun, you might want to save that for assassination attempts against higher tier enemies. Note the assault has Lightning Reflexes too so do not be too scared of reaction fire.&lt;br /&gt;
&lt;br /&gt;
You might want to give your assault a medkit, it has saved my assault numerous times. A mind shield may be useful too but there is no guarantee that your enemy will use psionic units.&lt;br /&gt;
&lt;br /&gt;
If the worst comes to pass, retreat your Assault into a small room if possible and heal. Keep doing overwatch until your opponent gets impatient and attacks the room. They will usually be at your mercy at that point.&lt;br /&gt;
&lt;br /&gt;
Be smart with the support group but do not fret too much if you lose a few. The Assault is really the backbone of the build. Keep in mind that you should not sacrifice the riflemen completely, it is a gross waste of points.&lt;br /&gt;
&lt;br /&gt;
You can change the support team as much as you want. Again, the Laser Assault is the only really essential soldier. The above team is very effective though. A Sectoid or two can suppress enemies, locking them in place for a surprise attack from your Assault.&lt;br /&gt;
&lt;br /&gt;
As for the assault&#039;s weapon, a Scatter Laser is the most cost effective. Its high crit chance makes it a good alternative to a rifle and with the health you&#039;re packing you can afford to get up close enough to offset its limited range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanky Smokejumpers &amp;amp; Medic build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5 Smokejumpers with LPR and Chitin&lt;br /&gt;
1 Medic with LPR, Skeleton suit and Medikit&lt;br /&gt;
(9750p)&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*6 units, which allows to overwhelm super soldiers.&lt;br /&gt;
*Units have good aim(SJs have 80 and medic has 92) and nice HP. (all units have 11, cannot be killed with any non-critical attacks.)&lt;br /&gt;
*Good chance to get the first turn.&lt;br /&gt;
*Many smoke grenades.&lt;br /&gt;
*Can revive units if they are critically wounded&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*If you put units too close, they can be vulnerable to AOE attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
If one of your unit got MC&#039;ed, ignore him and kill the MC&#039;er. MC&#039;ed unit won&#039;t be able to oneshot the mates.&lt;br /&gt;
Although medic have highest aim, keep him in back. reviving critically wounded soldier is key to win, and you don&#039;t want medic killed. He have sprinter perk and skeleton suit, which allows move to any unit that critically wounded from back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Brain and Braun&amp;quot; build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sectoid Commander&lt;br /&gt;
*Muton Elite&lt;br /&gt;
*Regular Muton&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Psionic Capabilities&lt;br /&gt;
*Sectoid Commander with Mind Control power&lt;br /&gt;
*Two tough bodyguards for the Sectoid Commander&lt;br /&gt;
*Three grenades&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
*Small squad might be outnumbered&lt;br /&gt;
*Mutons are quite suceptible to Mind Control&lt;br /&gt;
*Slow units provide limited scouting abilities&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
Keep the Sectoid far in the back, hidden if possible.&lt;br /&gt;
&lt;br /&gt;
Have your Mutons scouting ahead. When you spot an enemy check if it is worth Mind Controlling.&lt;br /&gt;
&lt;br /&gt;
If a unit you have spotted is Mind Control worthy, try to take it over. If you have chosen wisely, the unit you have under your control will be central to the enemy plans. This might cause a crumble in the enemy forces within the 3 turns you have the unit.&lt;br /&gt;
&lt;br /&gt;
The Mutons are very competent fighters. The Muton Elite is notoriously difficult to hit. Both Mutons pack a heavy load of firepower and are very accurate killers.&lt;br /&gt;
&lt;br /&gt;
Another great advantage is the grenade capabilities of your squad. Altogether the grenades will do 15 damage, though you may be aiming them at different targets. 15 points of assured damage is priceless in a game where no shot is certain and there is also the amazing area of effect potential as well. You may want to save it for tearing up tight knit groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Multiplayer_Builds_(EU2012)&amp;diff=41529</id>
		<title>Multiplayer Builds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Multiplayer_Builds_(EU2012)&amp;diff=41529"/>
		<updated>2012-11-18T19:14:52Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Chryssalid/Thin Man build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 Chryssalids&lt;br /&gt;
*2 Thin Men&lt;br /&gt;
*1200 points to spend on whatever you like.&lt;br /&gt;
Pros: This build provides a well balanced army, with the scouting/potential zombyfying power of the chryssalids, the mobility/moderate damage of the thin man, and the rest are to cover your personal tastes(you will have 1200 points to spend after the first 4). Can decimate sectoid commanders, and can replenish lost teammates. High powered low squad teams can be ganged up on.&lt;br /&gt;
&lt;br /&gt;
Cons: Must be very careful with your thin men. Try to take a roof asap with your chryssalids, followed by your thin men, and the rest cover the rear. Chryssalids have melee only, so they are VERY vulnerable to snipers. I suggest ganging up on snipers asap. Beware of high upgrade assault class w/ chitin plating, chryssalid attack does 4 damage max, and can&#039;t poison in titan armor.&lt;br /&gt;
&lt;br /&gt;
Tips: Go for weak units first. Weaken them first, then zombiefy them to add to your chryssald collection. Keep your thin men safe. If the enemy has a sniper with plasma, best advice is to poison and surpress it, followed by Chryssalid flank. If the enemy has sectoid commanders. gang up on them. their mind attacks don&#039;t work, and they turn that 3200 point unit into a 3000 point unit for you. If the enemy has cyber discs, hide and draw them into a trap, preferably inside a building.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Sectoid commanders build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*3 Sectoid commanders&lt;br /&gt;
*1 Sectoid&lt;br /&gt;
(total 10000 points)&lt;br /&gt;
&lt;br /&gt;
Pros: You have 3 MC and 3 grenades. Also your mindfray can be deadly since you got 3 of them too. Works best against small squad without mind shield.&lt;br /&gt;
&lt;br /&gt;
Cons: They&#039;re kind of slow. If your opponent have cyberdisk or mind shield soldier, you&#039;ll have hard time dealing with them.&lt;br /&gt;
&lt;br /&gt;
Tips: If you MC an enemy unit, consider using their abilities, especially grenades. Since you lose control of them if your SC dies!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archangel sniper build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Dead eye sniper with Plasma rifle and Archangel armor&lt;br /&gt;
&lt;br /&gt;
*&#039;filler&#039; units, which will serve as eyes for the sniper.&lt;br /&gt;
&lt;br /&gt;
Pros: Very good at defensive play. your opponent will have hard time reaching your sniper.&lt;br /&gt;
&lt;br /&gt;
Cons: Can be weak against swarming opponents. You will kill one unit per turn reliably, but rest of your squad will be weaker than opponent&#039;s. Combat stims soldier can be pain, since they don&#039;t get critted and takes half damage.&lt;br /&gt;
&lt;br /&gt;
Tips: Best on Boulevard map. In Grand cemetery and Trainyard it is solid. Weaker in Police station. After your sniper&#039;s shot, consider hunkering down your scout, if they can&#039;t kill something. Your main damage comes from sniper and he needs spotters to be alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Laser Tank&amp;quot; Squad Build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Commando class Assault with Titan armour, a Scatter Laser and an optional medkit.&lt;br /&gt;
*3 Rookie Soldiers armed with standard armour and Light Plasma rifles.&lt;br /&gt;
*1 Rookie Soldier armed with a Skeleton Suit, a SCOPE and a light plasma rifle.&lt;br /&gt;
(Note: Rookie counts as a class, selected specifically in the Soldier class menu.)&lt;br /&gt;
Cost: Aproximately 9700, extra 300 points spending money if you are not worried about getting the first turn.&lt;br /&gt;
&lt;br /&gt;
Pros: &lt;br /&gt;
*High critting, fast moving monster Assault Soldier with around 20 health and the ability to fire twice. (Rapid fire ability.)&lt;br /&gt;
*&amp;quot;First Mate&amp;quot; type unit with good mobility that is hard to hit. (Guy in Skeleton suit.)&lt;br /&gt;
*Strong support team with decent accuracy.&lt;br /&gt;
*Flexible build. The assault soldier is the only essential unit to this build.&lt;br /&gt;
&lt;br /&gt;
Cons: &lt;br /&gt;
*No real defence against psionics. (Though the build&#039;s flexibility lets you take a mind shield in exchange for a soldier or some weapons.)&lt;br /&gt;
*May be hard to get the assault close to snipers. (When you do they can really get shredded.)&lt;br /&gt;
*All humans are extremely suceptible to Chryssalid attacks. Again, swith out the riflemen if you feel unsafe.&lt;br /&gt;
*Assault may find it hard to hit Cyberdiscs and other flying units.&lt;br /&gt;
*Assault may find itself in a big ambush situation. (Health might save you here, but always be sure to look before you leap.)&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
Agressive scouting and &amp;quot;seek, locate, destroy&amp;quot; tactics are how you should truly be using this squad. Keep your Assault out of the fight until you have a good flanking opportunity, the element of surprise is key to this build&#039;s success. Keep scouting for enemies &#039;&#039;before&#039;&#039; sending in your Assault over unexplored territory.&lt;br /&gt;
&lt;br /&gt;
Try to keep the Assault hidden as much as possible while advancing towards a hostile. Get the assault as close as possible to enemies, flanking ideally. Use rapid fire when the opportunity presents itself, do not save it! You can use rapid fire every turn. Use your better judgement when the enemy is too far away, one accurate shot might be better than 2 Rapid Fire shots. As for Run and Gun, you might want to save that for assassination attempts against higher tier enemies. Note the assault has Lightning Reflexes too so do not be too scared of reaction fire.&lt;br /&gt;
&lt;br /&gt;
You might want to give your assault a medkit, it has saved my assault numerous times. A mind shield may be useful too but there is no guarantee that your enemy will use psionic units.&lt;br /&gt;
&lt;br /&gt;
If the worst comes to pass, retreat your Assault into a small room if possible and heal. Keep doing overwatch until your opponent gets impatient and attacks the room. They will usually be at your mercy at that point.&lt;br /&gt;
&lt;br /&gt;
Be smart with the support group but do not fret too much if you lose a few. The Assault is really the backbone of the build. Keep in mind that you should not sacrifice the riflemen completely, it is a gross waste of points.&lt;br /&gt;
&lt;br /&gt;
You can change the support team as much as you want. Again, the Laser Assault is the only really essential soldier. The above team is very effective though. A Sectoid or two can suppress enemies, locking them in place for a surprise attack from your Assault.&lt;br /&gt;
&lt;br /&gt;
As for the assault&#039;s weapon, a Scatter Laser is the most cost effective. Its high crit chance makes it a good alternative to a rifle and with the health you&#039;re packing you can afford to get up close enough to offset its limited range.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Multiplayer_Builds_(EU2012)&amp;diff=41503</id>
		<title>Multiplayer Builds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Multiplayer_Builds_(EU2012)&amp;diff=41503"/>
		<updated>2012-11-17T21:37:00Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Chryssalid/Thin Man build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 Chryssalids&lt;br /&gt;
*2 Thin Men&lt;br /&gt;
*1200 points to spend on whatever you like.&lt;br /&gt;
Pros: This build provides a well balanced army, with the scouting/potential zombyfying power of the chryssalids, the mobility/moderate damage of the thin man, and the rest are to cover your personal tastes(you will have 1200 points to spend after the first 4). Can decimate sectoid commanders, and can replenish lost teammates. High powered low squad teams can be ganged up on.&lt;br /&gt;
&lt;br /&gt;
Cons: Must be very careful with your thin men. Try to take a roof asap with your chryssalids, followed by your thin men, and the rest cover the rear. Chryssalids have melee only, so they are VERY vulnerable to snipers. I suggest ganging up on snipers asap. Beware of high upgrade assault class w/ chitin plating, chryssalid attack does 4 damage max, and can&#039;t poison in titan armor.&lt;br /&gt;
&lt;br /&gt;
Tips: Go for weak units first. Weaken them first, then zombiefy them to add to your chryssald collection. Keep your thin men safe. If the enemy has a sniper with plasma, best advice is to poison and surpress it, followed by Chryssalid flank. If the enemy has sectoid commanders. gang up on them. their mind attacks don&#039;t work, and they turn that 3200 point unit into a 3000 point unit for you. If the enemy has cyber discs, hide and draw them into a trap, preferably inside a building.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Sectoid commanders build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*3 Sectoid commanders&lt;br /&gt;
*1 Sectoid&lt;br /&gt;
(total 10000 points)&lt;br /&gt;
&lt;br /&gt;
Pros: You have 3 MC and 3 grenades. Also your mindfray can be deadly since you got 3 of them too. Works best against small squad without mind shield.&lt;br /&gt;
&lt;br /&gt;
Cons: They&#039;re kind of slow. If your opponent have cyberdisk or mind shield soldier, you&#039;ll have hard time dealing with them.&lt;br /&gt;
&lt;br /&gt;
Tips: If you MC an enemy unit, consider using their abilities, especially grenades. Since you lose control of them if your SC dies!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archangel sniper build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Dead eye sniper with Plasma rifle and Archangel armor&lt;br /&gt;
&lt;br /&gt;
*&#039;filler&#039; units, which will serve as eyes for the sniper.&lt;br /&gt;
&lt;br /&gt;
Pros: Very good at defensive play. your opponent will have hard time reaching your sniper.&lt;br /&gt;
&lt;br /&gt;
Cons: Can be weak against swarming opponents. You will kill one unit per turn reliably, but rest of your squad will be weaker than opponent&#039;s. Combat stims soldier can be pain, since they don&#039;t get critted and takes half damage.&lt;br /&gt;
&lt;br /&gt;
Tips: Best on Boulevard map. In Grand cemetery and Trainyard it is solid. Weaker in Police station. After your sniper&#039;s shot, consider hunkering down your scout, if they can&#039;t kill something. Your main damage comes from sniper and he needs spotters to be alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Laser Tank&amp;quot; Squad Build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Commando class Assault with Titan armour, a Scatter Laser and an optional medkit.&lt;br /&gt;
*1 Rookie Soldier with an assault rifle and standard armour.&lt;br /&gt;
*3 Rookie Soldiers armed with standard armour and Light Plasma rifles.&lt;br /&gt;
*1 Rookie Soldier armed with a Skeleton Suit, a SCOPE and a light plasma rifle.&lt;br /&gt;
(Note: Rookie counts as a class, selected specifically in the Soldier class menu.)&lt;br /&gt;
Cost: Aproximately 9700, extra 300 points spending money if you are not worried about getting the first turn.&lt;br /&gt;
&lt;br /&gt;
Pros: &lt;br /&gt;
*High critting, fast moving monster Assault Soldier with around 20 health and the ability to fire twice. (Rapid fire ability.)&lt;br /&gt;
*&amp;quot;First Mate&amp;quot; type unit with good mobility that is hard to hit. (Guy in Skeleton suit.)&lt;br /&gt;
*Strong support team with decent accuracy.&lt;br /&gt;
*Single cannon fodder unit to draw reaction fire or to be used as a rear guard.&lt;br /&gt;
*Flexible build. The assault soldier is the only essential unit to this build.&lt;br /&gt;
&lt;br /&gt;
Cons: &lt;br /&gt;
*No real defence against psionics. (Though the build&#039;s flexibility lets you take a mind shield in exchange for a soldier or some weapons.)&lt;br /&gt;
*May be hard to get the assault close to snipers. (When you do they can really get shredded.)&lt;br /&gt;
*All humans are extremely suceptible to Chryssalid attacks. Again, swith out the riflemen if you feel unsafe.&lt;br /&gt;
*Assault may find it hard to hit Cyberdiscs and other flying units.&lt;br /&gt;
*Assault may find itself in a big ambush situation. (Health might save you here, but always be sure to look before you leap.)&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
Agressive scouting and &amp;quot;seek, locate, destroy&amp;quot; tactics are how you should truly be using this squad. Keep your Assault out of the fight until you have a good flanking opportunity, the element of surprise is key to this build&#039;s success. Keep scouting for enemies &#039;&#039;before&#039;&#039; sending in your Assault over unexplored territory.&lt;br /&gt;
&lt;br /&gt;
Try to keep the Assault hidden as much as possible while advancing towards a hostile. Get the assault as close as possible to enemies, flanking ideally. Use rapid fire when the opportunity presents itself, do not save it! You can use rapid fire every turn. Use your better judgement when the enemy is too far away, one accurate shot might be better than 2 Rapid Fire shots. As for Run and Gun, you might want to save that for assassination attempts against higher tier enemies. Note the assault has Lightning Reflexes too so do not be too scared of reaction fire.&lt;br /&gt;
&lt;br /&gt;
You might want to give your assault a medkit, it has saved my assault numerous times. A mind shield may be useful too but there is no guarantee that your enemy will use psionic units.&lt;br /&gt;
&lt;br /&gt;
If the worst comes to pass, retreat your Assault into a small room if possible and heal. Keep doing overwatch until your opponent gets impatient and attacks the room. They will usually be at your mercy at that point.&lt;br /&gt;
&lt;br /&gt;
Be smart with the support group but do not fret too much if you lose a few. The Assault is really the backbone of the build. Keep in mind that you should not sacrifice the riflemen completely, it is a gross waste of points.&lt;br /&gt;
&lt;br /&gt;
You can change the support team as much as you want. Again, the Laser Assault is the only really essential soldier. The above team is very effective though. A Sectoid or two can suppress enemies, locking them in place for a surprise attack from your Assault.&lt;br /&gt;
&lt;br /&gt;
As for the assault&#039;s weapon, a Scatter Laser is the most cost effective. Its high crit chance makes it a good alternative to a rifle and with the health you&#039;re packing you can afford to get up close enough to offset its limited range.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Multiplayer_Builds_(EU2012)&amp;diff=41499</id>
		<title>Multiplayer Builds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Multiplayer_Builds_(EU2012)&amp;diff=41499"/>
		<updated>2012-11-17T21:19:07Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: New build added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Chryssalid/Thin Man build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 Chryssalids&lt;br /&gt;
*2 Thin Men&lt;br /&gt;
*1200 points to spend on whatever you like.&lt;br /&gt;
Pros: This build provides a well balanced army, with the scouting/potential zombyfying power of the chryssalids, the mobility/moderate damage of the thin man, and the rest are to cover your personal tastes(you will have 1200 points to spend after the first 4). Can decimate sectoid commanders, and can replenish lost teammates. High powered low squad teams can be ganged up on.&lt;br /&gt;
&lt;br /&gt;
Cons: Must be very careful with your thin men. Try to take a roof asap with your chryssalids, followed by your thin men, and the rest cover the rear. Chryssalids have melee only, so they are VERY vulnerable to snipers. I suggest ganging up on snipers asap. Beware of high upgrade assault class w/ chitin plating, chryssalid attack does 4 damage max, and can&#039;t poison in titan armor.&lt;br /&gt;
&lt;br /&gt;
Tips: Go for weak units first. Weaken them first, then zombiefy them to add to your chryssald collection. Keep your thin men safe. If the enemy has a sniper with plasma, best advice is to poison and surpress it, followed by Chryssalid flank. If the enemy has sectoid commanders. gang up on them. their mind attacks don&#039;t work, and they turn that 3200 point unit into a 3000 point unit for you. If the enemy has cyber discs, hide and draw them into a trap, preferably inside a building.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Sectoid commanders build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*3 Sectoid commanders&lt;br /&gt;
*1 Sectoid&lt;br /&gt;
(total 10000 points)&lt;br /&gt;
&lt;br /&gt;
Pros: You have 3 MC and 3 grenades. Also your mindfray can be deadly since you got 3 of them too. Works best against small squad without mind shield.&lt;br /&gt;
&lt;br /&gt;
Cons: They&#039;re kind of slow. If your opponent have cyberdisk or mind shield soldier, you&#039;ll have hard time dealing with them.&lt;br /&gt;
&lt;br /&gt;
Tips: If you MC an enemy unit, consider using their abilities, especially grenades. Since you lose control of them if your SC dies!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archangel sniper build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Dead eye sniper with Plasma rifle and Archangel armor&lt;br /&gt;
&lt;br /&gt;
*&#039;filler&#039; units, which will serve as eyes for the sniper.&lt;br /&gt;
&lt;br /&gt;
Pros: Very good at defensive play. your opponent will have hard time reaching your sniper.&lt;br /&gt;
&lt;br /&gt;
Cons: Can be weak against swarming opponents. You will kill one unit per turn reliably, but rest of your squad will be weaker than opponent&#039;s. Combat stims soldier can be pain, since they don&#039;t get critted and takes half damage.&lt;br /&gt;
&lt;br /&gt;
Tips: Best on Boulevard map. In Grand cemetery and Trainyard it is solid. Weaker in Police station. After your sniper&#039;s shot, consider hunkering down your scout, if they can&#039;t kill something. Your main damage comes from sniper and he needs spotters to be alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Laser Tank&amp;quot; Squad Build&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Commando class Assault with Titan armour, a Scatter Laser and an optional medkit.&lt;br /&gt;
*1 Rookie Soldier with an assault rifle and standard armour.&lt;br /&gt;
*3 Rookie Soldiers armed with standard armour and Light Plasma rifles.&lt;br /&gt;
*1 Rookie Soldier armed with a Skeleton Suit, a SCOPE and a light plasma rifle.&lt;br /&gt;
Cost: Aproximately 9700, extra 300 points spending money if you are not worried about getting the first turn.&lt;br /&gt;
&lt;br /&gt;
Pros: &lt;br /&gt;
*High critting, fast moving monster Assault Soldier with around 20 health and the ability to fire twice. (Rapid fire ability.)&lt;br /&gt;
*&amp;quot;First Mate&amp;quot; type unit with good mobility that is hard to hit. (Guy in Skeleton suit.)&lt;br /&gt;
*Strong support team with decent accuracy.&lt;br /&gt;
*Single cannon fodder unit to draw reaction fire or to be used as a rear guard.&lt;br /&gt;
*Flexible build. The assault soldier is the only essential unit to this build.&lt;br /&gt;
&lt;br /&gt;
Cons: &lt;br /&gt;
*No real defence against psionics. (Though the build&#039;s flexibility lets you take a mind shield in exchange for a soldier or some weapons.)&lt;br /&gt;
*May be hard to get the assault close to snipers. (When you do they can really get shredded.)&lt;br /&gt;
*All humans are extremely suceptible to Chryssalid attacks. Again, swith out the riflemen if you feel unsafe.&lt;br /&gt;
*Assault may find it hard to hit Cyberdiscs and other flying units.&lt;br /&gt;
*Assault may find itself in a big ambush situation. (Health might save you here, but always be sure to look before you leap.)&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
Agressive scouting and &amp;quot;seek, locate, destroy&amp;quot; tactics are how you should truly be using this squad. Keep your Assault out of the fight until you have a good flanking opportunity, the element of surprise is key to this build&#039;s success. Keep scouting for enemies &#039;&#039;before&#039;&#039; sending in your Assault over unexplored territory.&lt;br /&gt;
&lt;br /&gt;
Try to keep the Assault hidden as much as possible while advancing towards a hostile. Get the assault as close as possible to enemies, flanking ideally. Use rapid fire when the opportunity presents itself, do not save it! You can use rapid fire every turn. Use your better judgement when the enemy is too far away, one accurate shot might be better than 2 Rapid Fire shots. As for Run and Gun, you might want to save that for assassination attempts against higher tier enemies. Note the assault has Lightning Reflexes too so do not be too scared of reaction fire.&lt;br /&gt;
&lt;br /&gt;
You might want to give your assault a medkit, it has saved my assault numerous times. A mind shield may be useful too but there is no guarantee that your enemy will use psionic units.&lt;br /&gt;
&lt;br /&gt;
If the worst comes to pass, retreat your Assault into a small room if possible and heal. Keep doing overwatch until your opponent gets impatient and attacks the room. They will usually be at your mercy at that point.&lt;br /&gt;
&lt;br /&gt;
Be smart with the support group but do not fret too much if you lose a few. The Assault is really the backbone of the build. Keep in mind that you should not sacrifice the riflemen completely, it is a gross waste of points.&lt;br /&gt;
&lt;br /&gt;
You can change the support team as much as you want. Again, the Laser Assault is the only really essential soldier. The above team is very effective though. A Sectoid or two can suppress enemies, locking them in place for a surprise attack from your Assault.&lt;br /&gt;
&lt;br /&gt;
As for the assault&#039;s weapon, a Scatter Laser is the most cost effective. Its high crit chance makes it a good alternative to a rifle and with the health you&#039;re packing you can afford to get up close enough to offset its limited range.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&amp;diff=41471</id>
		<title>Multiplayer (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Multiplayer_(EU2012)&amp;diff=41471"/>
		<updated>2012-11-16T19:29:45Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Squad Editing */  Not truly game breaking IMO.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
Technically, it should be called Biplayer or Duel Player. You&#039;re only ever playing with one other person.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Multiplayer Menu&#039;&#039;&#039; ==&lt;br /&gt;
* &#039;&#039;&#039;Ranked Match&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Automatically matches you up with someone else searching / hosting a Ranked Match.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;Ranked Matches are limited to: &#039;&#039;&#039;10,000 Points, 90s Turn Time, with random map.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;Ranked Matches count towards your position on the Leaderboards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quick Match&#039;&#039;&#039;&lt;br /&gt;
: - &#039;&#039;Quick Match attempts to match you up with someone else looking for a Quick Match and connects you together. If no one else is searching, it creates a Custom Game with 10,000 Points, 120s Turn Time, Bar map.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom Match&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;- Choose to Create Game or Search for a hosted Custom Match.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;If you choose to create a game, these are the options:&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;&#039;Match Type:&#039;&#039;&#039; Public, Private, or LAN.&lt;br /&gt;
:: --- &#039;&#039;&#039;Points:&#039;&#039;&#039; 7500, 10000, 20000, or &#039;&#039;No Point Limit&#039;&#039;.&lt;br /&gt;
:: --- &#039;&#039;&#039;Turn Time:&#039;&#039;&#039; 45 seconds, 90s, 120s, or &#039;&#039;No Time Limit&#039;&#039;.&lt;br /&gt;
:: --- &#039;&#039;&#039;Map:&#039;&#039;&#039; Bar, Grand Cemetery, Police Station, Trainyard, or Boulevard.&lt;br /&gt;
:::: &#039;&#039;*These are currently the only five maps available for Multiplayer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaderboards&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;- From here you may view the Top Players, Your Rank, and Friend Ranks.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;The lists show Rank (number and name), Wins, Losses, and Disconnects.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Edit Squad&#039;&#039;&#039; &lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;- This opens the Offline Squad Editing page.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;If you choose a squad with points over 10000 total, a prompt will say &amp;quot;Loadout Changes Detected: Your loadout has too many points to play in a Ranked match, would you still like to save?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;View Invites&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;- This will bring up the Steam overlay (or what have you), to see if you have any game invites, messages, etc.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Squad Editing&#039;&#039;&#039; ==&lt;br /&gt;
* Your squad may have a mix of any XCOM Soldier class, and almost any alien in the game.&lt;br /&gt;
* You may choose to have 1 - 6 units in your squad.&lt;br /&gt;
&lt;br /&gt;
: - &#039;&#039;&#039;&#039;&#039;XCOM Soldiers have the following options:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;&#039;[[Classes (EU2012) | Class]]&#039;&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;&#039;Item 1&#039;&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;&#039;Item 2&#039;&#039;&#039; &#039;&#039;(Support Imperator / Psi Guardian)&#039;&#039;&lt;br /&gt;
:: --- &#039;&#039;&#039;Customize&#039;&#039;&#039; &#039;&#039;(rename unit, only option for Aliens)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
: - You can&#039;t choose specific Abilities or Ranks, instead there are preset options for each Class with varying Abilities, Ranks, and Point totals.&lt;br /&gt;
: - &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are intentionally too expensive, restricting them to Custom games with 20000 Points or &#039;&#039;No Point Limit&#039;&#039;. They &#039;&#039;&#039;are&#039;&#039;&#039; ridiculously powerful, after all.&lt;br /&gt;
: - You&#039;re unable to put any of these units in your squad:&lt;br /&gt;
:: [[Civilian | Civilians]], Psionic Heavy class Soldiers, [[Outsider (EU2012) | Outsiders]], [[Sectopod (EU2012) | Sectopods]], [[SHIV (EU2012) | S.H.I.V.s]] of any kind, [[Ethereal (EU2012)#Uber Ethereal | Uber Ethereals]] or Zombies (Chryssalids can create them though).&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Unit Stats&#039;&#039;&#039; ==&lt;br /&gt;
* Multiplayer units are essentially the same as units on &#039;&#039;&#039;Normal&#039;&#039;&#039; difficulty.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; attacks are automatic hits.&lt;br /&gt;
* Robotic units with &#039;&#039;&#039;0 Will&#039;&#039;&#039; are immune to &#039;&#039;&#039;Mind Control&#039;&#039;&#039; and &#039;&#039;&#039;Mindfray&#039;&#039;&#039;. However, they receive maximum damage from &#039;&#039;&#039;Rift&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Soldiers (EU2012) | XCOM Soldiers]]&#039;&#039;&#039; ===&lt;br /&gt;
* &#039;&#039;&#039;Listed costs only include basic class Primary Weapon, Pistol, and Body Armor; no items given.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;12%&amp;quot; | Class / Type &#039;&#039;(Rank)&#039;&#039;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Points&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Health&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;58%&amp;quot; | Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;- Rookie Class -&#039;&#039;&#039;&lt;br /&gt;
|800&lt;br /&gt;
|7&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|40&lt;br /&gt;
|None &#039;&#039;*Basically Worthless*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;- [[Classes_(EU2012)#Assault | Assault Class]] -&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Recon &#039;&#039;(Squaddie)&#039;&#039;&lt;br /&gt;
|1400&lt;br /&gt;
|8&lt;br /&gt;
|67&lt;br /&gt;
|0&lt;br /&gt;
|45&lt;br /&gt;
| Run &amp;amp; Gun&lt;br /&gt;
|-&lt;br /&gt;
| Gunner &#039;&#039;(Captain)&#039;&#039;&lt;br /&gt;
|3050&lt;br /&gt;
|10&lt;br /&gt;
|79&lt;br /&gt;
|0&lt;br /&gt;
|65&lt;br /&gt;
| Run &amp;amp; Gun, Aggression, Lightning Reflexes, Rapid Fire, Bring &#039;Em On&lt;br /&gt;
|-&lt;br /&gt;
| Commando &#039;&#039;(Colonel)&#039;&#039;&lt;br /&gt;
|3800&lt;br /&gt;
|11&lt;br /&gt;
|85&lt;br /&gt;
|0&lt;br /&gt;
|75&lt;br /&gt;
| Run &amp;amp; Gun, Aggression, Lightning Reflexes, Rapid Fire, Bring &#039;Em On, Extra Conditioning, Resilience&lt;br /&gt;
|-&lt;br /&gt;
| Psi Warrior &#039;&#039;(Major)&#039;&#039;&lt;br /&gt;
|5550&lt;br /&gt;
|10&lt;br /&gt;
|81&lt;br /&gt;
|0&lt;br /&gt;
|70&lt;br /&gt;
|Run &amp;amp; Gun, Tactical Sense, Lightning Reflexes, Rapid Fire, Close Combat Specialist, Extra Conditioning, Mindfray, Psi Panic, Mind Control &#039;&#039;*[[Classes_(EU2012)#Psionic | Psionic]]*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;- [[Classes_(EU2012)#Sniper | Sniper Class]] -&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Marksman &#039;&#039;(Squaddie)&#039;&#039;&lt;br /&gt;
|950&lt;br /&gt;
|7&lt;br /&gt;
|75&lt;br /&gt;
|0&lt;br /&gt;
|45&lt;br /&gt;
| Headshot&lt;br /&gt;
|-&lt;br /&gt;
| Hunter &#039;&#039;(Captain)&#039;&#039;&lt;br /&gt;
|1800&lt;br /&gt;
|9&lt;br /&gt;
|88&lt;br /&gt;
|0&lt;br /&gt;
|65&lt;br /&gt;
| Headshot, Snap Shot, Gunslinger, Battle Scanner, Executioner&lt;br /&gt;
|-&lt;br /&gt;
| Dead Eye &#039;&#039;(Captain)&#039;&#039;&lt;br /&gt;
|2800&lt;br /&gt;
|9&lt;br /&gt;
|88&lt;br /&gt;
|0&lt;br /&gt;
|65&lt;br /&gt;
| Headshot, Squadsight, Damn Good Ground, Battle Scanner, Opportunist&lt;br /&gt;
|-&lt;br /&gt;
| Agent &#039;&#039;(Colonel)&#039;&#039;&lt;br /&gt;
|2800&lt;br /&gt;
|10&lt;br /&gt;
|105&lt;br /&gt;
|0&lt;br /&gt;
|75&lt;br /&gt;
| Headshot, Snap Shot, Gunslinger, Disabling Shot, Executioner, Low Profile, Double Tap&lt;br /&gt;
|-&lt;br /&gt;
| Psi Assassin &#039;&#039;(Major)&#039;&#039;&lt;br /&gt;
|5550&lt;br /&gt;
|10&lt;br /&gt;
|95&lt;br /&gt;
|0&lt;br /&gt;
|70&lt;br /&gt;
| Headshot, Squadsight, Damn Good Ground, Battle Scanner, Executioner, Low Profile, Mindfray, Psi Panic, Mind Control &#039;&#039;*Psionic*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;- [[Classes_(EU2012)#Heavy | Heavy Class]] -&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rocketman &#039;&#039;(Squaddie)&#039;&#039;&lt;br /&gt;
|2600&lt;br /&gt;
|8&lt;br /&gt;
|67&lt;br /&gt;
|0&lt;br /&gt;
|45&lt;br /&gt;
| Fire Rocket&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gunner &#039;&#039;(Captain)&#039;&#039;&lt;br /&gt;
|3150&lt;br /&gt;
|10&lt;br /&gt;
|71&lt;br /&gt;
|0&lt;br /&gt;
|65&lt;br /&gt;
| Fire Rocket, Bullet Swarm, Suppression, Rapid Reaction, Danger Zone&lt;br /&gt;
|-&lt;br /&gt;
| Demolitionist &#039;&#039;(Captain)&#039;&#039;&lt;br /&gt;
|4950&lt;br /&gt;
|10&lt;br /&gt;
|71&lt;br /&gt;
|0&lt;br /&gt;
|65&lt;br /&gt;
|Fire Rocket, Holo-Targeting, Shredder Rocket, HEAT Ammo, Grenadier&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut &#039;&#039;(Colonel)&#039;&#039;&lt;br /&gt;
|5700&lt;br /&gt;
|11&lt;br /&gt;
|75&lt;br /&gt;
|0&lt;br /&gt;
|75&lt;br /&gt;
|Fire Rocket, Bullet Swarm, Suppression, Rapid Reaction, Grenadier, Will to Survive, Mayhem&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;- [[Classes_(EU2012)#Support | Support Class]] -&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Smokejumper &#039;&#039;(Squaddie)&#039;&#039;&lt;br /&gt;
|900&lt;br /&gt;
|8&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|45&lt;br /&gt;
|Smoke Grenade &lt;br /&gt;
|-&lt;br /&gt;
| Medic &#039;&#039;(Captain)&#039;&#039;&lt;br /&gt;
|1550&lt;br /&gt;
|10&lt;br /&gt;
|82&lt;br /&gt;
|0&lt;br /&gt;
|65&lt;br /&gt;
| Smoke Grenade, Sprinter, Field Medic, Revive, Dense Smoke&lt;br /&gt;
|-&lt;br /&gt;
| Tac Officer &#039;&#039;(Captain)&#039;&#039;&lt;br /&gt;
|1800&lt;br /&gt;
|10&lt;br /&gt;
|82&lt;br /&gt;
|0&lt;br /&gt;
|65&lt;br /&gt;
|Smoke Grenade, Smoke and Mirrors, Covering Fire, Rifle Suppression, Combat Drugs&lt;br /&gt;
|-&lt;br /&gt;
| Imperator &#039;&#039;(Colonel)&#039;&#039;&lt;br /&gt;
|2800&lt;br /&gt;
|11&lt;br /&gt;
|90&lt;br /&gt;
|0&lt;br /&gt;
|75&lt;br /&gt;
|Smoke Grenade, Sprinter, Smoke and Mirrors, Rifle Suppression, Combat Drugs, Deep Pockets, Sentinel&lt;br /&gt;
|-&lt;br /&gt;
| Psi Guardian &#039;&#039;(Major)&#039;&#039;&lt;br /&gt;
|3300&lt;br /&gt;
|10&lt;br /&gt;
|85&lt;br /&gt;
|0&lt;br /&gt;
|70&lt;br /&gt;
|Smoke Grenade, Sprinter, Field Medic, Revive, Dense Smoke, Deep Pockets, Mindfray, Psi Inspiration, Telekinetic Field &#039;&#039;*Psionic*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Alien Life Forms (EU2012) | Aliens]]&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Alien Type&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Points&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Health&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;43%&amp;quot; | Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;- Tier One -&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sectoid (EU2012) | Sectoid]]&lt;br /&gt;
|400&lt;br /&gt;
|3&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Mind Merge&lt;br /&gt;
|-&lt;br /&gt;
| [[Drone (EU2012) | Drone]]&lt;br /&gt;
|1100&lt;br /&gt;
|3&lt;br /&gt;
|60&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Robotic&#039;&#039;&#039;&lt;br /&gt;
|12&lt;br /&gt;
|Overload, Repair&lt;br /&gt;
|-&lt;br /&gt;
| [[Floater (EU2012) | Floater]]&lt;br /&gt;
|1300&lt;br /&gt;
|4&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Evasion, Launch &#039;&#039;*Flight*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Thin Man (EU2012) | Thin Man]]&lt;br /&gt;
|1400&lt;br /&gt;
|3&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Leap, Poison Spit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;- Tier Two -&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Muton (EU2012)#Muton Soldier | Muton]]&lt;br /&gt;
|2850&lt;br /&gt;
|8&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Suppression, Blood Call, Intimidate &#039;&#039;*Alien Grenade*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chryssalid (EU2012) | Chryssalid]]&lt;br /&gt;
|3000&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|Leap, Poisonous Claws, Implant &#039;&#039;*Hardened, Fastest Unit, Poison Immunity.*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sectoid (EU2012)#Sectoid Commander | Sectoid Commander]]&lt;br /&gt;
|3200&lt;br /&gt;
|10&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|90&lt;br /&gt;
|12&lt;br /&gt;
|Greater Mind Merge, Mindfray, Psi Panic, Mind Control &#039;&#039;*Psionic*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;- Tier Three -&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;---&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Floater (EU2012)#Heavy Floater | Heavy Floater]]&lt;br /&gt;
|3750&lt;br /&gt;
|12&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
| Bombard, Evasion, Launch &#039;&#039;*Alien Grenade, Flight*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Muton (EU2012)#Muton Elite | Muton Elite]]&lt;br /&gt;
|3800&lt;br /&gt;
|14&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
| Suppression, Bombard &#039;&#039;*Alien Grenade*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Muton (EU2012)#Muton Berserker | Muton Berserker]]&lt;br /&gt;
|4000&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
| Bull Rush, Bloodlust &#039;&#039;*Hardened*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberdisc (EU2012) | Cyberdisc]]&lt;br /&gt;
|5500&lt;br /&gt;
|16&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Robotic&#039;&#039;&#039;&lt;br /&gt;
|18&lt;br /&gt;
| Open (free)/ Close (action), Closed: Death Blossom + Hardened, Bombard &#039;&#039;*Alien Grenade, Flight*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ethereal (EU2012) | Ethereal]]&lt;br /&gt;
|10500&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;&#039; Psionic &#039;&#039;&#039;&lt;br /&gt;
|40&lt;br /&gt;
|120&lt;br /&gt;
|12&lt;br /&gt;
| Psi Lance, Rift, Psi Drain, Mindfray, Mind Control &#039;&#039;*Hardened, Psionic, Unarmed*&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chryssalid (EU2012)#Zombie | Zombie]]&lt;br /&gt;
|&#039;&#039;No buy&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
| &#039;&#039;Created by Chryssalids killing Soldiers &#039;&#039;&#039;only&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Item Costs&#039;&#039;&#039; ==&lt;br /&gt;
* Concerning [[#XCOM Soldiers | XCOM Soldiers]] only, for the most part&lt;br /&gt;
* See also: [[Weapons (EU2012) | Weapons]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Primary Weapons&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Weapon&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Points&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Range&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Crit % / Dam&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Assault Rifle (EU2012) | Assault Rifle]]&lt;br /&gt;
| 0&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
| 10% / 4&lt;br /&gt;
| &#039;&#039;Default&#039;&#039;, Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Laser Rifle (EU2012) | Laser Rifle]]&lt;br /&gt;
| 200&lt;br /&gt;
| Medium&lt;br /&gt;
| 5&lt;br /&gt;
| 10% / 7&lt;br /&gt;
| Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Plasma Rifle (EU2012) | Light Plasma Rifle]]&lt;br /&gt;
| 250&lt;br /&gt;
| Medium&lt;br /&gt;
| 5&lt;br /&gt;
| 10% / 7&lt;br /&gt;
| Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasma Rifle (EU2012) | Plasma Rifle]]&lt;br /&gt;
| 900&lt;br /&gt;
| Medium&lt;br /&gt;
| 7&lt;br /&gt;
| 10% / 10&lt;br /&gt;
| Standard&lt;br /&gt;
|-&lt;br /&gt;
| [[Shotgun (EU2012) | Shotgun]]&lt;br /&gt;
| 0&lt;br /&gt;
| Close&lt;br /&gt;
| 4&lt;br /&gt;
| 20% / 6&lt;br /&gt;
| Assault class, Default&lt;br /&gt;
|-&lt;br /&gt;
| [[Scatter Laser (EU2012) | Scatter Laser]]&lt;br /&gt;
| 250&lt;br /&gt;
| Close&lt;br /&gt;
| 6&lt;br /&gt;
| 20% / 9&lt;br /&gt;
| Assault class&lt;br /&gt;
|-&lt;br /&gt;
| [[Alloy Cannon (EU2012) | Alloy Cannon]]&lt;br /&gt;
| 950&lt;br /&gt;
| Close&lt;br /&gt;
| 9&lt;br /&gt;
| 20% / 13&lt;br /&gt;
| Assault class&lt;br /&gt;
|-&lt;br /&gt;
| [[Sniper Rifle (EU2012) | Sniper Rifle]]&lt;br /&gt;
| 0&lt;br /&gt;
| Long&lt;br /&gt;
| 4&lt;br /&gt;
| 25% / 6&lt;br /&gt;
| Sniper class, Default&lt;br /&gt;
|-&lt;br /&gt;
| [[Laser Sniper Rifle (EU2012) | Laser Sniper Rifle]]&lt;br /&gt;
| 250&lt;br /&gt;
| Long&lt;br /&gt;
| 6 &lt;br /&gt;
| 30% / 9&lt;br /&gt;
| Sniper class&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasma Sniper Rifle (EU2012) | Plasma Sniper Rifle]]&lt;br /&gt;
| 1000&lt;br /&gt;
| Long&lt;br /&gt;
| 9&lt;br /&gt;
| 35% / 13&lt;br /&gt;
| Sniper class&lt;br /&gt;
|-&lt;br /&gt;
| [[LMG (EU2012) | LMG]]&lt;br /&gt;
| 0&lt;br /&gt;
| Medium&lt;br /&gt;
| 4&lt;br /&gt;
| 0% / 6&lt;br /&gt;
| Heavy class, Default&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy Laser (EU2012) | Heavy Laser]]&lt;br /&gt;
| 200&lt;br /&gt;
| Medium&lt;br /&gt;
| 6&lt;br /&gt;
| 0% / 9&lt;br /&gt;
| Heavy class&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy Plasma (EU2012) | Heavy Plasma]]&lt;br /&gt;
| 900&lt;br /&gt;
| Medium&lt;br /&gt;
| 9&lt;br /&gt;
| 0% / 13&lt;br /&gt;
| Heavy class, Elite Mutons&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039; ===&lt;br /&gt;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; You are unable to equip a &#039;&#039;&#039;[[Fusion Launcher (EU2012) | Fusion Launcher]]&#039;&#039;&#039; in Multiplayer. Don&#039;t make that face.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Weapon&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Points&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Range&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Crit % / Dam&lt;br /&gt;
! width=&amp;quot;35%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Pistol (EU2012) | Pistol]]&lt;br /&gt;
| 0&lt;br /&gt;
| Medium&lt;br /&gt;
| 1&lt;br /&gt;
| 0% / 1&lt;br /&gt;
| &#039;&#039;Default&#039;&#039;, all classes but Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Laser Pistol (EU2012) | Laser Pistol]]&lt;br /&gt;
| 100&lt;br /&gt;
| Medium&lt;br /&gt;
| 2&lt;br /&gt;
| 10% / 3&lt;br /&gt;
| &#039;&#039;(Much better than Pistol)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasma Pistol (EU2012) | Plasma Pistol]]&lt;br /&gt;
| 225&lt;br /&gt;
| Medium&lt;br /&gt;
| 3&lt;br /&gt;
| 0% / 4&lt;br /&gt;
| &#039;&#039;(Worth it?)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Rocket Launcher (EU2012) | Rocket Launcher]]&lt;br /&gt;
| 0&lt;br /&gt;
| Medium&lt;br /&gt;
| 6&lt;br /&gt;
| 0% / 9&lt;br /&gt;
| &#039;&#039;Default&#039;&#039;, Heavy class &#039;&#039;(Awesome)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Armors&#039;&#039;&#039; ===&lt;br /&gt;
* See also: [[Armor (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Points&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Health&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Move&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Abilities + Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Body Armor (EU2012) | Body Armor]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| &#039;&#039;Light, Default (Made of paper)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Carapace Armor (EU2012) | Carapace Armor]]&lt;br /&gt;
| 600&lt;br /&gt;
| +4&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| &#039;&#039;Medium (Bad deal)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Skeleton Suit (EU2012) | Skeleton Suit]]&lt;br /&gt;
| 600&lt;br /&gt;
| +3&lt;br /&gt;
| +10&lt;br /&gt;
| +3&lt;br /&gt;
| &#039;&#039;Medium&#039;&#039;, Grapple&lt;br /&gt;
|-&lt;br /&gt;
| [[Titan Armor (EU2012) | Titan Armor]]&lt;br /&gt;
| 1700&lt;br /&gt;
| +10&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| &#039;&#039;Heavy&#039;&#039;, Fire and Poison Immunity&lt;br /&gt;
|-&lt;br /&gt;
| [[Archangel Armor (EU2012) | Archangel Armor]]&lt;br /&gt;
| 2400&lt;br /&gt;
| +8&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| &#039;&#039;Heavy&#039;&#039;, Flight&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghost Armor (EU2012) | Ghost Armor]]&lt;br /&gt;
| 2700&lt;br /&gt;
| +6&lt;br /&gt;
| +20&lt;br /&gt;
| +3&lt;br /&gt;
| &#039;&#039;Medium&#039;&#039;, Grapple, Stealth &#039;&#039;(Awesome)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Psi Armor (EU2012) | Psi Armor]]&lt;br /&gt;
| 3000&lt;br /&gt;
| +6&lt;br /&gt;
| +10&lt;br /&gt;
| +2&lt;br /&gt;
| &#039;&#039;Medium&#039;&#039;, +20 Will&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Items&#039;&#039;&#039; ===&lt;br /&gt;
* &#039;&#039;&#039;Demolitionist&#039;&#039;&#039; and &#039;&#039;&#039;Juggernaut Heavies&#039;&#039;&#039; could certainly use &#039;&#039;&#039;Grenades&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Imperator&#039;&#039;&#039; and &#039;&#039;&#039;Psi Guardian Supports&#039;&#039;&#039; get &#039;&#039;&#039;Item Slot 2&#039;&#039;&#039; from &#039;&#039;Deep Pockets&#039;&#039;.&lt;br /&gt;
* No &#039;&#039;&#039;[[Arc Thrower (EU2012) | Arc Thrower]]&#039;&#039;&#039; for you!&lt;br /&gt;
* &#039;&#039;&#039;Muton, Heavy Floater, Elite Muton,&#039;&#039;&#039; and &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039; have one Alien Grenade each.&lt;br /&gt;
* See also: [[Equipment (EU2012) | Equipment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Points&lt;br /&gt;
! width=&amp;quot;65%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Medikit (EU2012) | Medikit]]&lt;br /&gt;
| 100&lt;br /&gt;
| Heal 4 Health (cure poison), Poison Immunity&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Stims (EU2012) | Combat Stims]]&lt;br /&gt;
| 400&lt;br /&gt;
| +Will, +Move, -50% damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Frag Grenade (EU2012) | Frag Grenade]]&lt;br /&gt;
| 900&lt;br /&gt;
| Radius: 2 tiles, Damage: 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Grenade (EU2012) | Alien Grenade]]&lt;br /&gt;
| 1500&lt;br /&gt;
| Radius: 2 tiles, Damage: 5&lt;br /&gt;
|-&lt;br /&gt;
| [[S.C.O.P.E. (EU2012) | S.C.O.P.E.]]&lt;br /&gt;
| 100&lt;br /&gt;
| +10 Aim&lt;br /&gt;
|-&lt;br /&gt;
| [[Nano-Fiber Vest (EU2012) | Nano-Fiber Vest]]&lt;br /&gt;
| 200&lt;br /&gt;
| +2 Health &#039;&#039;(Made of cardboard)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Chitin Plating (EU2012) | Chitin Plating]]&lt;br /&gt;
| 300&lt;br /&gt;
| +4 Health, -50% melee damage &#039;&#039;(Awesome)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mind Shield (EU2012) | Mind Shield]]&lt;br /&gt;
| 300&lt;br /&gt;
| +30 Will&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod_(EU2012)&amp;diff=41339</id>
		<title>Sectopod (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod_(EU2012)&amp;diff=41339"/>
		<updated>2012-11-14T17:52:18Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Sectopod (EU2012).jpg|200px]]&lt;br /&gt;
|hp=30/30/30/30&lt;br /&gt;
|aim=80&lt;br /&gt;
|defense=30&lt;br /&gt;
|will=Mechanized&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An artificial warrior for the Alien Army, these huge robotic units are a massive threat to your squad members. They are armed with some of the best weaponry the Aliens have. Not only can they use a heavy plasma cannon built into its body but it has alien rocket salvos that it can use to lay waste to huge areas. It has an extra auto cannon that it can only use during Overwatch that does area of effect damage. Their armour is the very best around, it will take a huge deal of focus fire to take down and there is also the [[Drone (EU2012)|Drones]] it brings along with it to consider. It can also use both its turn moves for attacking, but only at different targets.&lt;br /&gt;
&lt;br /&gt;
They are not as aggressive as [[Cyberdisc (EU2012)|Cyberdiscs]] but they are significantly more dangerous. They will usually stay still and destroy your squad from far away.&lt;br /&gt;
&lt;br /&gt;
They are immune to most psionic attacks. &lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
All of the Sectopod&#039;s weapons do area effect damage, so make sure your squad is spread out in order to minimize the damage it causes. Even if an attack from them misses there is still a huge chance it will take out your cover. This makes having two soldiers directly next to each other almost guaranteed disaster, because the Sectopod can fire at one, destroy their cover and fire at the other with no cover bonus. Be sure that any front line soldiers are backed up by Snipers or Heavies.&lt;br /&gt;
&lt;br /&gt;
The Sectopod&#039;s overwatch is enabled for each turn it fires its main cannon. In particular this means a Sectopod will not overwatch fire on you immediately after you see it, or on a turn its preparing a Cluster Bomb.&lt;br /&gt;
&lt;br /&gt;
Heavies in particular are brilliant Sectopod hunters. Their HEAT ammo power makes their weapons far more effective against Sectopods. The HEAT ammo also applies to rockets. A non critical hit from a HEAT rocket does 16 points of damage to Sectopods. A HEAT ammo Bullet Swarm Heavy with a Heavy Plasma can kill a Sectopod in one turn.&lt;br /&gt;
&lt;br /&gt;
After you get Ghost Armor just send a pair of Assaults equipped with it, together with Rapid Fire and Alloy Cannons - you&#039;ll need to either hit all 4 shots or get at least 1 critical hit though to kill it. Alternatively, Lightning Reflexes can also replace Ghost Armor to avoid the Sectopod&#039;s powerful Overwatch weapon. &lt;br /&gt;
&lt;br /&gt;
Use suppression to make their attacks less accurate, it will help a bunch. Snipers may also use disabling shot against their weapons.&lt;br /&gt;
&lt;br /&gt;
Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.&lt;br /&gt;
&lt;br /&gt;
Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.&lt;br /&gt;
&lt;br /&gt;
If you see Cluster Bomb being prepared, kill the Sectopod quickly or reposition. While Cluster Bomb takes a turn to charge and fires on the aliens&#039; next turn, the Sectopod can move and fire after firing the cluster bomb on that turn. Cluster Bomb has no range limit and can be fired if another alien sees you (like sniper&#039;s squad sight, except it doesn&#039;t need a line of sight). This means after triggering a Sectopod it should be your first priority, because if you retreat out of its sight range to deal with other aliens first you&#039;ll find cluster bombs raining down on you (and without being able to see the Sectopod you can&#039;t tell when or where they&#039;re coming).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=41187</id>
		<title>Engaging the Enemy (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=41187"/>
		<updated>2012-11-12T20:27:58Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: Fixing spellings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When entering the battlescape, it is always best to use real time, except when going for a capture. The tactics you employ may vary widely depending on who you face, but are vastly different from those employed in the first two games. This is divided into early, middle, and late game vs. both aliens and other humans.&lt;br /&gt;
&lt;br /&gt;
==The Difference==&lt;br /&gt;
The main difference is in the availability of armor in the early game. Megapol and even Marsec armor is nearly immune to early-game weaponry, a far cry from the instant death plasma of the first game. Only hyperworms can easily penetrate this armor until the boomeroid is deployed.&lt;br /&gt;
&lt;br /&gt;
==Early Game: Aliens==&lt;br /&gt;
At first, your only real worries are multiworms/hyperworms and brainsuckers, though spitters are dangerous in large numbers. Multiworms themselves are not dangerous outside of very short range (their acid spit can take chunks out of an unlucky stun squadder&#039;s health though), but it&#039;s hard to kill them at range and hyperworms are death in melee. Use autocannons and machine guns, preferably two weapons per trooper, then upgrade to plasma guns as soon as you can. Grenades are only slightly effective, as they are often unable to kill in a single hit or noticeably weaken enemies, though a well-timed [[Megapol AP Grenade]] can kill the Hyperworms as they burst from their deceased parent. Stun gas, however, is pretty useful for captures and beating multiworms. Missile launchers have a large blast radius, making it easy to hit your troops at times and often inflicting a fair amount of collateral damage, so it&#039;s best to not rely on them.&lt;br /&gt;
&lt;br /&gt;
==Early Game: Humans==&lt;br /&gt;
This varies widely, as the different groups are armed differently, but what you really have to worry about are cultists, gang members, Marsec troops, and Megapol, as these are the most dangerous.&lt;br /&gt;
&lt;br /&gt;
Cultists wear Megapol armor, and have autocannons, grenades, plasma guns, rocket launchers, and basically everything Megapol sells.&lt;br /&gt;
&lt;br /&gt;
Gang members are equipped with a wide array of guns, though plasma guns are somewhat rare. Diablo members are equipped with incendiary grenades on occasion.&lt;br /&gt;
&lt;br /&gt;
Marsec troops have Marsec gear.&lt;br /&gt;
&lt;br /&gt;
Megapol troops have Megapol&#039;s inventory of lethal weaponry.&lt;br /&gt;
&lt;br /&gt;
In all cases your main advantage is that you can employ grenades frequently. Explosive autocannon fire is also of great value, as your enemies tend to clump. Target rocket launchers first, then shoot whoever is shooting at you. Inflict maximum collateral damage, as a bankrupted foe can&#039;t counterattack.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Aliens==&lt;br /&gt;
When you pass 1000 points, things take a change for the lethal. The anthropods are now the prime target, behind only charging brainsuckers and poppers in threat. Claiming disruptor guns slightly evens the odds, but your armor advantage is long gone. Skeletoids start to appear, and the nightmare of storming UFOs is not much changed from the other two games; if anything, it is now even more dangerous. When boomeroids appear, things get even worse, though the non-armed aliens are now easy meat for disruptor guns. Eventually the devastator cannon is deployed, proving lethal to even armored androids in as few as two shots at times. Begin phasing out human weaponry as fast as possible and keep your troops far apart when you can.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Humans==&lt;br /&gt;
&lt;br /&gt;
This is much easier, as you are now equipped with the most lethal weaponry. In almost any battle, X-COM troops should shred any resistance, though you must still be wary of rocket launchers and plasma guns.&lt;br /&gt;
&lt;br /&gt;
==Late Game: Humans==&lt;br /&gt;
&lt;br /&gt;
By this point, humans will usually be complete pushovers. Protected by X-Com disruptor armor and personal shields, even taking direct hits from rocket launchers will do little to slow your agents down, and with devastator cannons and dimension missile launchers, you&#039;ll make short work of whatever human enemies try to take you out.&lt;br /&gt;
&lt;br /&gt;
==Storming UFOs==&lt;br /&gt;
This can be tough, even early on. Early in the game, you&#039;ll start facing your first manned alien craft: transports and fast attack ships. Most of these follow the same basic design, a central gravity lift with the ship&#039;s control center on the upper floor. Ship entrances can vary significantly; transports have two exits on opposite sides of the craft for example, whilst others have only a single exit. Agent positioning at the start of the battle can mean the difference between a turkey shoot and a chaotic fight on open terrain.&lt;br /&gt;
&lt;br /&gt;
A good - though slow - tactic is to position your agents in a rough half-circle or quarter-circle around the exit door(s) at around a dozen squares away as terrain permits and wait for the aliens to come to you, rather than wading into a deathtrap. Snipers can be further; less accurate troops or those using grenades should be closer. &#039;&#039;Do not bunch up&#039;&#039; - grenades ruin your day as much as they ruin the alien&#039;s&#039;, and the monstrous [[Megaspawn (Apocalypse)|Megaspawn]] has a very powerful missile launcher you do not want to be hit by. &lt;br /&gt;
&lt;br /&gt;
Cover outside tends to be sparse so make the most of dips or rises in the terrain for height advantage/hard cover, and use trees/bushes as &#039;soft&#039; cover. Only if the aliens refuse to leave their camping spots should you risk venturing inside - if the aliens haven&#039;t left the craft yet, you&#039;ll run into a few of them as soon as you enter the ship&#039;s hallway. Be careful not to get bunched up entering or a well-placed boomeroid can cause some serious harm to your troops. &lt;br /&gt;
&lt;br /&gt;
Eventually, you&#039;ll want to secure the bottom of the lift, then move upward to the control center. One useful technique, if you can pull off the throw, is to lob a smoke or gas grenade up onto the upper floor from below. Smoke will help you move your agents into position without coming under fire, while gas grenades will ensure that there are no aliens (especially brainsuckers) lying in wait right at the top of the lift.&lt;br /&gt;
&lt;br /&gt;
Once you enter the control room, be prepared for a real fight. Unless you were met by a large number of alien attackers in the entryway, the bulk of the ship&#039;s crew is likely to be up on this level, and most of the time they&#039;re entrenched behind barricades or up on elevated catwalks, giving them a tactical advantage. Making use of gas grenades here to flush aliens out of their cover can greatly improve your odds of coming away without casualties.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important not to get complacent. Even late in the game, when you&#039;re wearing the best armor and toting devastators and shields, alien incursions in buildings can seem like cake, but UFO crews will almost always be as well-armed as you are and will have the tactical advantage in many cases.&lt;br /&gt;
&lt;br /&gt;
==Tactics for human buildings==&lt;br /&gt;
&lt;br /&gt;
===X-COM Base===&lt;br /&gt;
See [[Base Defense (Apocalypse)]] for more info.&lt;br /&gt;
&lt;br /&gt;
The layout is of course dependent on how you&#039;ve designed your base, so make sure you use [[Security Station (Apocalypse)|Security Station]]s! Pull your civilian personnel into a safer part of the installation with a squad to guard them, then start sweeping for any intruders that might have escaped your security net.&lt;br /&gt;
&lt;br /&gt;
===Temples of Sirius===&lt;br /&gt;
All indoors, with fairly large open rooms split apart by thin walls with double doors at the corners, and small, tunnel-filled basements or small offices on the lowest level. Unpleasant to fight in but far from the worst terrain. Rows of pews and low walls offer plenty of &#039;soft&#039; cover from small arms fire, while many pillars and the occasional altar present harder full cover that can absorb one or more Devastator shots.&lt;br /&gt;
&lt;br /&gt;
Walls are thin and easily breached if you want to make your own doors.&lt;br /&gt;
&lt;br /&gt;
===Corporate Headquarters===&lt;br /&gt;
The corporate headquarters are almost the closest thing you&#039;ll get to an open-field battle in any of the maps in Mega-Primus. Be glad, because they&#039;re also the alien&#039;s preferred target. There are three major layouts. &lt;br /&gt;
&lt;br /&gt;
First and most common is a single solid building with a large lobby, with a gravlift and a horde of aliens in it. Enter the lobby with all your troops at once and gun down the aliens inside. Other aliens will swarm down the gravlift and out the nearby doors, so most aliens will be involved. &lt;br /&gt;
&lt;br /&gt;
After that, hunt the rest down with squads of troops; they prefer hiding upstairs. &lt;br /&gt;
&lt;br /&gt;
Second, there&#039;s a pathway with small towers lining it. Most aliens will emerge onto the pathway and can be cut down by mass fire. Again, hunt down the survivors in the towers afterwards. &lt;br /&gt;
&lt;br /&gt;
Last but not least there is a sprawling building with numerous entry points. Sadly, there is no area that the aliens will reliably swarm towards when you open fire.&lt;br /&gt;
&lt;br /&gt;
===Slum===&lt;br /&gt;
&lt;br /&gt;
The slum is either an obstructed field, a brutal room to room hunt for aliens in some large buildings, another obstructed field with small buildings, or a building wrapped around a clear area, which you need to get cleared of enemies while dealing with enemies on the balconies. The building missions tend to have some mostly empty levels and some levels filled with enemies. The field missions... you remember the farm and forest terrain from X-com1? kinda like that, with more trees.&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for supported structures like the water tanks. They are fairly lightly supported and stray fire could easily bring them down on top of your men.&lt;br /&gt;
&lt;br /&gt;
===Apartments===&lt;br /&gt;
&lt;br /&gt;
These are all small rooms with open common areas and fairly long hallways, ideal for being ambushed and separated... in other words, these suck. On the other hand they offer decent flanking opportunities to offset their many bottlenecks; if an enemy has you pinned down in a corridor (or vice versa) there is generally a good way to flank them nearby, and smoke grenades can be used to make things a little easier.&lt;br /&gt;
&lt;br /&gt;
Cover is pretty sparse, but columns here and there offer fairly good protection from small arms and you only ever need to cover a single floor. Agents can also duck into the apartments if you&#039;re setting up an ambush, or to recover from their injuries using a Medi-Kit. Eggs and Chrysalis&#039; may often be found tucked in bathrooms.&lt;br /&gt;
&lt;br /&gt;
===Megapol Stations===&lt;br /&gt;
&lt;br /&gt;
If you thought Apartments were bad, these are a hundred times worse. Extremely tight corridors with many small rooms and an abundance of doorways. &#039;&#039;Do not&#039;&#039; go into battle in one of these unless you are &#039;&#039;exceptionally&#039;&#039; well-prepared and armed with end-game tier equipment like shields, alien weapons, and manufactured armour, unless it is the early game and aliens are not packing lethal ranged weapons. Motion sensors are useful.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=41186</id>
		<title>Engaging the Enemy (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=41186"/>
		<updated>2012-11-12T20:25:03Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Mid Game: Aliens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When entering the battlescape, it is always best to use real time, except when going for a capture. The tactics you employ may vary widely depending on who you face, but are vastly different from those employed in the first two games. This is divided into early, middle, and late game vs. both aliens and other humans.&lt;br /&gt;
&lt;br /&gt;
==The Difference==&lt;br /&gt;
The main difference is in the availability of armor in the early game. Megapol and even Marsec armor is nearly immune to early-game weaponry, a far cry from the instant death plasma of the first game. Only hyperworms can easily penetrate this armor until the boomeroid is deployed.&lt;br /&gt;
&lt;br /&gt;
==Early Game: Aliens==&lt;br /&gt;
At first, your only real worries are multiworms/hyperworms and brainsuckers, though spitters are dangerous in large numbers. Multiworms themselves are not dangerous outside of very short range (their acid spit can take chunks out of an unlucky stun squadder&#039;s health though), but it&#039;s hard to kill them at range and hyperworms are death in melee. Use autocannons and machine guns, preferably two weapons per trooper, then upgrade to plasma guns as soon as you can. Grenades are only slightly effective, as they are often unable to kill in a single hit or noticeably weaken enemies, though a well-timed [[Megapol AP Grenade]] can kill the Hyperworms as they burst from their deceased parent. Stun gas, however, is pretty useful for captures and beating multiworms. Missile launchers have a large blast radius, making it easy to hit your troops at times and often inflicting a fair amount of collateral damage, so it&#039;s best to not rely on them.&lt;br /&gt;
&lt;br /&gt;
==Early Game: Humans==&lt;br /&gt;
This varies widely, as the different groups are armed differently, but what you really have to worry about are cultists, gang members, Marsec troops, and Megapol, as these are the most dangerous.&lt;br /&gt;
&lt;br /&gt;
Cultists wear Megapol armor, and have autocannons, grenades, plasma guns, rocket launchers, and basically everything Megapol sells.&lt;br /&gt;
&lt;br /&gt;
Gang members are equipped with a wide array of guns, though plasma guns are somewhat rare. Diablo members are equipped with incendiary grenades on occasion.&lt;br /&gt;
&lt;br /&gt;
Marsec troops have Marsec gear.&lt;br /&gt;
&lt;br /&gt;
Megapol troops have Megapol&#039;s inventory of lethal weaponry.&lt;br /&gt;
&lt;br /&gt;
In all cases your main advantage is that you can employ grenades frequently. Explosive autocannon fire is also of great value, as your enemies tend to clump. Target rocket launchers first, then shoot whoever is shooting at you. Inflict maximum collateral damage, as a bankrupted foe can&#039;t counterattack.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Aliens==&lt;br /&gt;
When you pass 1000 points, things take a change for the lethal. The anthropods are now the prime target, behind only charging brainsuckers and poppers in threat. Claiming disruptor guns slightly evens the odds, but your armor advantage is long gone. Skeletoids start to appear, and the nightmare of storming UFOs is not much changed from the other two games; if anything, it is now even more dangerous. When boomeroids appear, things get even worse, though the non-armed aliens are now easy meat for disruptor guns. Eventually the devastator cannon is deployed, proving lethal to even armored androids in as few as two shots at times. Begin phasing out human weaponry as fast as possible and keep your troops far apart when you can.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Humans==&lt;br /&gt;
&lt;br /&gt;
This is much easier, as you are now equipped with the most lethal weaponry. In almost any battle, X-COM troops should shred any resistance, though you must still be wary of rocket launchers and plasma guns.&lt;br /&gt;
&lt;br /&gt;
==Late Game: Humans==&lt;br /&gt;
&lt;br /&gt;
By this point, humans will usually be complete pushovers. Protected by X-Com disruptor armor and personal shields, even taking direct hits from rocket launchers will do little to slow your agents down, and with devastator cannons and dimension missile launchers, you&#039;ll make short work of whatever human enemies try to take you out.&lt;br /&gt;
&lt;br /&gt;
==Storming UFOs==&lt;br /&gt;
This can be tough, even early on. Early in the game, you&#039;ll start facing your first manned alien craft: transports and fast attack ships. Most of these follow the same basic design, a central gravity lift with the ship&#039;s control center on the upper floor. Ship entrances can vary significantly; transports have two exits on opposite sides of the craft for example, whilst others have only a single exit. Agent positioning at the start of the battle can mean the difference between a turkey shoot and a chaotic fight on open terrain.&lt;br /&gt;
&lt;br /&gt;
A good - though slow - tactic is to position your agents in a rough half-circle or quarter-circle around the exit door(s) at around a dozen squares away as terrain permits and wait for the aliens to come to you, rather than wading into a deathtrap. Snipers can be further; less accurate troops or those using grenades should be closer. &#039;&#039;Do not bunch up&#039;&#039; - grenades ruin your day as much as they ruin the alien&#039;s&#039;, and the monstrous [[Megaspawn (Apocalypse)|Megaspawn]] has a very powerful missile launcher you do not want to be hit by. &lt;br /&gt;
&lt;br /&gt;
Cover outside tends to be sparse so make the most of dips or rises in the terrain for height advantage/hard cover, and use trees/bushes as &#039;soft&#039; cover. Only if the aliens refuse to leave their camping spots should you risk venturing inside - if the aliens haven&#039;t left the craft yet, you&#039;ll run into a few of them as soon as you enter the ship&#039;s hallway. Be careful not to get bunched up entering or a well-placed boomeroid can cause some serious harm to your troops. &lt;br /&gt;
&lt;br /&gt;
Eventually, you&#039;ll want to secure the bottom of the lift, then move upward to the control center. One useful technique, if you can pull off the throw, is to lob a smoke or gas grenade up onto the upper floor from below. Smoke will help you move your agents into position without coming under fire, while gas grenades will ensure that there are no aliens (especially brainsuckers) lying in wait right at the top of the lift.&lt;br /&gt;
&lt;br /&gt;
Once you enter the control room, be prepared for a real fight. Unless you were met by a large number of alien attackers in the entryway, the bulk of the ship&#039;s crew is likely to be up on this level, and most of the time they&#039;re entrenched behind barricades or up on elevated catwalks, giving them a tactical advantage. Making use of gas grenades here to flush aliens out of their cover can greatly improve your odds of coming away without casualties.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important not to get complacent. Even late in the game, when you&#039;re wearing the best armor and toting devistators and shields, alien incursions in buildings can seem like cake, but UFO crews will almost always be as well-armed as you are and will have the tactical advantage in many cases.&lt;br /&gt;
&lt;br /&gt;
==Tactics for human buildings==&lt;br /&gt;
&lt;br /&gt;
===X-COM Base===&lt;br /&gt;
See [[Base Defense (Apocalypse)]] for more info.&lt;br /&gt;
&lt;br /&gt;
The layout is of course dependent on how you&#039;ve designed your base, so make sure you use [[Security Station (Apocalypse)|Security Station]]s! Pull your civilian personnel into a safer part of the installation with a squad to guard them, then start sweeping for any intruders that might have escaped your security net.&lt;br /&gt;
&lt;br /&gt;
===Temples of Sirius===&lt;br /&gt;
All indoors, with fairly large open rooms split apart by thin walls with double doors at the corners, and small, tunnel-filled basements or small offices on the lowest level. Unpleasant to fight in but far from the worst terrain. Rows of pews and low walls offer plenty of &#039;soft&#039; cover from small arms fire, while many pillars and the occasional altar present harder full cover that can absorb one or more Devastator shots.&lt;br /&gt;
&lt;br /&gt;
Walls are thin and easily breached if you want to make your own doors.&lt;br /&gt;
&lt;br /&gt;
===Corporate Headquarters===&lt;br /&gt;
The corporate headquarters are almost the closest thing you&#039;ll get to an open-field battle in any of the maps in Mega-Primus. Be glad, because they&#039;re also the alien&#039;s preferred target. There are three major layouts. &lt;br /&gt;
&lt;br /&gt;
First and most common is a single solid building with a large lobby, with a gravlift and a horde of aliens in it. Enter the lobby with all your troops at once and gun down the aliens inside. Other aliens will swarm down the gravlift and out the nearby doors, so most aliens will be involved. &lt;br /&gt;
&lt;br /&gt;
After that, hunt the rest down with squads of troops; they prefer hiding upstairs. &lt;br /&gt;
&lt;br /&gt;
Second, there&#039;s a pathway with small towers lining it. Most aliens will emerge onto the pathway and can be cut down by mass fire. Again, hunt down the survivors in the towers afterwards. &lt;br /&gt;
&lt;br /&gt;
Last but not least there is a sprawling building with numerous entry points. Sadly, there is no area that the aliens will reliably swarm towards when you open fire.&lt;br /&gt;
&lt;br /&gt;
===Slum===&lt;br /&gt;
&lt;br /&gt;
The slum is either an obstructed field, a brutal room to room hunt for aliens in some large buildings, another obstructed field with small buildings, or a building wrapped around a clear area, which you need to get cleared of enemies while dealing with enemies on the balconies. The building missions tend to have some mostly empty levels and some levels filled with enemies. The field missions... you remember the farm and forest terrain from X-com1? kinda like that, with more trees.&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for supported structures like the water tanks. They are fairly lightly supported and stray fire could easily bring them down on top of your men.&lt;br /&gt;
&lt;br /&gt;
===Apartments===&lt;br /&gt;
&lt;br /&gt;
These are all small rooms with open common areas and fairly long hallways, ideal for being ambushed and separated... in other words, these suck. On the other hand they offer decent flanking opportunities to offset their many bottlenecks; if an enemy has you pinned down in a corridor (or vice versa) there is generally a good way to flank them nearby, and smoke grenades can be used to make things a little easier.&lt;br /&gt;
&lt;br /&gt;
Cover is pretty sparse, but columns here and there offer fairly good protection from small arms and you only ever need to cover a single floor. Agents can also duck into the apartments if you&#039;re setting up an ambush, or to recover from their injuries using a Medi-Kit. Eggs and Chrysalis&#039; may often be found tucked in bathrooms.&lt;br /&gt;
&lt;br /&gt;
===Megapol Stations===&lt;br /&gt;
&lt;br /&gt;
If you thought Apartments were bad, these are a hundred times worse. Extremely tight corridors with many small rooms and an abundance of doorways. &#039;&#039;Do not&#039;&#039; go into battle in one of these unless you are &#039;&#039;exceptionally&#039;&#039; well-prepared and armed with end-game tier equipment like shields, alien weapons, and manufactured armour, unless it is the early game and aliens are not packing lethal ranged weapons. Motion sensors are useful.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Overwatch_(EU2012)&amp;diff=41185</id>
		<title>Talk:Overwatch (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Overwatch_(EU2012)&amp;diff=41185"/>
		<updated>2012-11-12T20:20:48Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: It doesn&amp;#039;t matter!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- I&#039;ve been trying to find more information regarding overwatch&#039;s Aim penalty.  If a target were in high/light cover (-40 aim) and the overwatch penalty is somewhere less than that, it could be more advantageous to move to a position that forces the enemy to move and trigger overwatch, even at a penalty.  It&#039;s possible the penalty could be smaller than low cover, but without any data aside from &amp;quot;at a small aim penalty&amp;quot; it is difficult to tell.  Has anyone managed to datamine the ability or seen a &amp;quot;Tip&amp;quot; that gives any details? ~ [[User:Drakalu|Drakalu]] 15:41, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Something in my brain says that I saw something saying it was 10 or 15, but I cannot confirm that at this time. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:44, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not mentioned in-game. I&#039;ve been trying to spade it out, but it&#039;s tricky because first, the hit percentage is not shown, second, the RNG reset on loading a savegame also influences the AI&#039;s decision, and finally, dashing provides a defensive bonus. My best-contrived scenario has a 115 aim Sniper without Opportunist having a 75% stated hit chance on a Muton in light cover normally, and hitting 7 out of 12 times with Overwatch as it was forced out via a Support&#039;s Flush. So it LOOKS like the penalty is the same for light cover (which certainly isn&#039;t the same for heavy cover, where the sniper only had a 62% hit chance.) --[[User:Freeone3000|Freeone3000]] 04:20, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:On gear that gives defense, the wording is always a small amount is 10 and similar to low cover is 20 (not direct quotes), and on the gear that gives aim, 10 seems to be a significant increase. I am under the assumption that the aim penalty is no more then 15. [[User:Mavoc|Mavoc]] 14:45, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== We don&#039;t all play classic ==&lt;br /&gt;
&lt;br /&gt;
Not all XCOM players always play on classic difficulty! You can&#039;t always asume things like that.&lt;br /&gt;
--[[User:Alexbuzzbee|Alexbuzzbee]] 14:14, 12 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Higher difficulties breed the best tips. Aliens on normal are easier is all. In fact, if you apply Classic tactics to normal you will do better than people who play on Classic, nothing wrong there really.--[[User:SuicidalSectoid|SuicidalSectoid]] 15:20, 12 November 2012 (EST)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Robbx213&amp;diff=41101</id>
		<title>User:Robbx213</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Robbx213&amp;diff=41101"/>
		<updated>2012-11-10T14:46:31Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: Satellite comment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I played Normal the last day+... I advanced WAY too fast in storyline.  Was taking on Sectopods, Muton Elites, &amp;amp; Ethereals in the Overseer mission before I really had plasma or any of the advanced armors.  Classic and Impossible are going to be interesting someday to balance speed of getting through without the Doom Tracker vs. slow enough to get the gear you need.&lt;br /&gt;
: LOL :). Had the same problem on my first game. When I got to the Alien Base mission I had to face a Sectopod at the end that nearly killed 2 Colonels that had to be stabilized. The worst is really not having a clue about what they are capable. [[User:Hobbes|Hobbes]] 10:56, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On Normal, I didn&#039;t worry about attacking the Alien base until I got all alien tech I could. It shouldn&#039;t be difficult to stop the doom tracker if you realise that complete satellite coverage of a Continent would end their involvement in the 1 out of 3 choice missions. And that after you had all but 1 Continent covered, Panic ceases to be a problem. It is another matter in Classic or harder, of course.--[[User:Vallen Chaos Valiant|Vallen Chaos Valiant]] 12:57, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I saw that mentioned elsewhere recently too (actually, I think in our Panic management page), that covering all but 1 continent solves panic issues.  I haven&#039;t yet played a game to prove that to myself, but that seems promising to go for satellites and catch up on techs and stuff later maybe. [[User:Robbx213|Robbx213]] 21:21, 17 October 2012 (EDT)&lt;br /&gt;
:Of course you will need better interceptors to take out the UFOs trying to blow up your satellites.--[[User:SuicidalSectoid|SuicidalSectoid]] 09:46, 10 November 2012 (EST)&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Skeleton_Key_(EU2012)&amp;diff=41099</id>
		<title>Skeleton Key (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Skeleton_Key_(EU2012)&amp;diff=41099"/>
		<updated>2012-11-10T14:23:44Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Skeleton key is an item built by the engineering group as a makeshift way of getting inside an Alien facility.&lt;br /&gt;
&lt;br /&gt;
Only one is required, and it can be built once a captured Outsider is interrogated. This item is required in order to progress the storyline.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=41098</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=41098"/>
		<updated>2012-11-10T14:20:54Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Bomb Disposal */&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;
----&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 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;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=41097</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=41097"/>
		<updated>2012-11-10T14:19:44Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Abilities */&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;
&#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 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;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod_(EU2012)&amp;diff=41096</id>
		<title>Sectopod (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod_(EU2012)&amp;diff=41096"/>
		<updated>2012-11-10T14:09:48Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: Sectopods are covered. Every alien now has their own page!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sectopod (EU2012).jpg|right|thumb]]&lt;br /&gt;
An artificial warrior for the Alien Army, these huge robotic units are a massive threat to your squad members. They are armed with some of the best weaponry the Aliens have. Not only can they use a heavy plasma cannon built into its body but it has alien rocket salvos that it can use to lay waste to huge areas. It has an extra auto cannon that it can only use during Overwatch that does area of effect damage. Their armour is the very best around, it will take a huge deal of focus fire to take down and there is also the [[Drone (EU2012)|Drones]] it brings along with it to consider. It can also use both its turn moves for attacking, but only at different targets.&lt;br /&gt;
&lt;br /&gt;
They are not as aggressive as [[Cyberdisc (EU2012)|Cyberdiscs]] but they are significantly more dangerous. They will usually stay still and destroy your squad from far away.&lt;br /&gt;
&lt;br /&gt;
They are immune to most psionic attacks. &lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Sectopods use purely area of effect attacks. Make sure your squad is as spread out as possible in order to minimize the damage it causes. Even if an attack from them misses there is still a huge chance it will take out your cover. Be sure that any front line soldiers are backed up by Snipers or Heavies.&lt;br /&gt;
&lt;br /&gt;
Heavies in particular are brilliant Sectopod hunters. Their HEAT ammo power makes their weapons far more effective against Sectopods. The HEAT ammo also applies to rockets. A non critical hit from a HEAT rocket does 16 points of damage to Sectopods. Combine HEAT ammo with shredder rockets and bullet swarm to cripple or kill a Sectopod within a &#039;&#039;single&#039;&#039; turn!&lt;br /&gt;
&lt;br /&gt;
Use suppression to make their attacks less accurate, it will help a bunch. Snipers may also use disabling shot against their weapons.&lt;br /&gt;
&lt;br /&gt;
Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.&lt;br /&gt;
&lt;br /&gt;
Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.&lt;br /&gt;
&lt;br /&gt;
If you see Cluster Bomb being prepared kill the Sectopod quickly or you may be completely destroyed! You might also try running away if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Do note this ability has no range limit and can be fired if another alien spot you (like sniper&#039;s squad sight, except it doesn&#039;t need a line of sight). While channeling this ability, the sectopod will not take another other action including its plasma auto-overwatch turrets.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=41095</id>
		<title>Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=41095"/>
		<updated>2012-11-10T13:01:44Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
The Ethereals are some of, if not &#039;&#039;&#039;the&#039;&#039;&#039; most powerful alien creatures you will ever encounter in the game. These ancient aliens are the true masterminds behind the alien invasion. They are humanoid in form and possess four arms. While they are physically quite frail the Ethereals have the greatest psionic abilities seen in the entire game, using them to obliterate the minds and bodies of your squad.&lt;br /&gt;
&lt;br /&gt;
Dr. Vahlen identifies a specimen to be centuries old. Despite this Ethereals actually have a ton of health. (20 hit points in total on Classic and below.) Do not expect them to turn into a pile of dust when you shoot them.&lt;br /&gt;
&lt;br /&gt;
You will only find Ethereals in UFO assaults or on the final mission. They prefer to send their underlings such as [[Muton (EU2012)|Mutons]] to do their dirty work.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.&lt;br /&gt;
&lt;br /&gt;
Ethereals will often only spawn on the bridge of UFOs. This gives you ample time to prepare for the fight beforehand. Just be sure you have cleared any aliens wandering outside. Make sure everyone has a full weapon and a meaningful turn to work with. When you open the door to the bridge you should take control of the Muton Elites there if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal.&lt;br /&gt;
&lt;br /&gt;
Do not even bother using psionics against the Ethereal itself though, it has a very high chance to fail.&lt;br /&gt;
&lt;br /&gt;
Ethereals do not carry any physical weapons but be advised that Ethereals actually have a chance to reflect projectiles and energy back at the attacker, fortunately for less than the weapon&#039;s base damage. &lt;br /&gt;
&lt;br /&gt;
A squad at full capacity shooting at the Ethereal will often be enough to bring it down. Just be careful that it does not bring a few soldiers down with it!&lt;br /&gt;
&lt;br /&gt;
== Ethereal Councilor ==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
These Ethereals are often seen commanding UFOs. Exercise extreme caution wherever these red robed fiends may be present. Heed the advice given above to bring them down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
== Uber Ethereal ==&lt;br /&gt;
This Ethereal commands the entire Alien Armada. He essentially has the same powers as regular Ethereals but the large stat bonuses he gains make him a formidable foe.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is only encountered during the final mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=41094</id>
		<title>Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=41094"/>
		<updated>2012-11-09T23:56:06Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: Forget to mention projectile mirror.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
The Ethereals are some of, if not &#039;&#039;&#039;the&#039;&#039;&#039; most powerful alien creatures you will ever encounter in the game. These ancient aliens are the true masterminds behind the alien invasion. They are humanoid in form and possess four arms. While they are physically quite frail the Ethereals have the greatest psionic abilities seen in the entire game, using them to obliterate the minds and bodies of your squad.&lt;br /&gt;
&lt;br /&gt;
Dr. Vahlen identifies a specimen to be centuries old. Despite this Ethereals actually have a ton of health. (20 hit points in total on Classic and below.) Do not expect them to turn into a pile of dust when you shoot them.&lt;br /&gt;
&lt;br /&gt;
You will only find Ethereals in UFO assaults or on the final mission. They prefer to send their underlings such as [[Muton (EU2012)|Mutons]] to do their dirty work.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.&lt;br /&gt;
&lt;br /&gt;
Ethereals will often only spawn on the bridge of UFOs. This gives you ample time to prepare for the fight beforehand. Just be sure you have cleared any aliens wandering outside. Make sure everyone has a full weapon and a meaningful turn to work with. When you open the door to the bridge you should take control of the Muton Elites there if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal.&lt;br /&gt;
&lt;br /&gt;
Be advised that Ethereals actually have a chance to reflect projectiles and energy back at the attacker, fortunately for less than the weapon&#039;s base damage. &lt;br /&gt;
&lt;br /&gt;
A squad at full capacity shooting at the Ethereal will often be enough to bring it down. Just be careful that it does not bring a few soldiers down with it! &lt;br /&gt;
&lt;br /&gt;
== Ethereal Councilor ==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
These Ethereals are often seen commanding UFOs. Exercise extreme caution wherever these red robed fiends may be present. Heed the advice given above to bring them down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
== Uber Ethereal ==&lt;br /&gt;
This Ethereal commands the entire Alien Armada. He essentially has the same powers as regular Ethereals but the large stat bonuses he gains make him a formidable foe.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is only encountered during the final mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=41093</id>
		<title>Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=41093"/>
		<updated>2012-11-09T23:49:53Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: Ethereal Page is officially in business!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
The Ethereals are some of, if not &#039;&#039;&#039;the&#039;&#039;&#039; most powerful alien creatures you will ever encounter in the game. These ancient aliens are the true masterminds behind the alien invasion. They are humanoid in form and possess four arms. While they are physically quite frail the Ethereals have the greatest psionic abilities seen in the entire game, using them to obliterate the minds and bodies of your squad.&lt;br /&gt;
&lt;br /&gt;
Dr. Vahlen identifies a specimen to be centuries old. Despite this Ethereals actually have a ton of health. (20 hit points in total on Classic and below.) Do not expect them to turn into a pile of dust when you shoot them.&lt;br /&gt;
&lt;br /&gt;
You will only find Ethereals in UFO assaults or on the final mission. They prefer to send their underlings such as [[Muton (EU2012)|Mutons]] to do their dirty work.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.&lt;br /&gt;
&lt;br /&gt;
Ethereals will often only spawn on the bridge of UFOs. This gives you ample time to prepare for the fight beforehand. Just be sure you have cleared any aliens wandering outside. Make sure everyone has a full weapon and a meaningful turn to work with. When you open the door to the bridge you should take control of the Muton Elites there if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal. &lt;br /&gt;
&lt;br /&gt;
A squad at full capacity shooting at the Ethereal will often be enough to bring it down. Just be careful that it does not bring a few soldiers down with it! &lt;br /&gt;
&lt;br /&gt;
== Ethereal Councilor ==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
These Ethereals are often seen commanding UFOs. Exercise extreme caution wherever these red robed fiends may be present. Heed the advice given above to bring them down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
== Uber Ethereal ==&lt;br /&gt;
This Ethereal commands the entire Alien Armada. He essentially has the same powers as regular Ethereals but the large stat bonuses he gains make him a formidable foe.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is only encountered during the final mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=41081</id>
		<title>Drone (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=41081"/>
		<updated>2012-11-09T18:19:37Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
The Drone is a lightly armoured flying robotic engineer with a weak ranged attack. Their main purpose within the Alien Armada is to repair allied heavy robotic units in order to keep them gunning down your squad for as long as possible. They are nothing on their own but they are almost always found with extremely deadly [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopod (EU2012)|Sectopods]] during combat.&lt;br /&gt;
&lt;br /&gt;
There is a foundry upgrade that lets you upgrade your arc throwers. The upgrade allows you to use your arc throwers to hack drone units essentially allowing you to add them to your squad for the rest of the mission. You can not use them for repairing your SHIVs but they still make good expendable scouts. They can also use a self-destruct ability in order to damage enemy units.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
There isn&#039;t much to fighting Drones. They are really not very dangerous. They have a pretty small frame so it may be difficult hitting them. Though even if you miss they really can not do much in the way of retaliation.&lt;br /&gt;
&lt;br /&gt;
Be advised that they will almost always appear alongside stronger robotic units such as Sectopods. Make the heavier machines your priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Self Destruct:&#039;&#039;&#039; The Drone self-detonates, dealing damage similar to frag grenade.&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; The Drone can repair a damaged Sectopod or Cyberdisc, letting it stay in the fight for longer.&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=41080</id>
		<title>Drone (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=41080"/>
		<updated>2012-11-09T18:15:43Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
The Drone is a lightly armoured flying robotic engineer with a weak ranged attack. Their main purpose within the Alien Armada is to repair allied heavy robotic units in order to keep them gunning down your squad for as long as possible. They are nothing on their own but they are almost always found with extremely deadly [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopod (EU2012)|Sectopods]] during combat.&lt;br /&gt;
&lt;br /&gt;
There is a foundry upgrade that lets you upgrade your arc throwers. The upgrade allows you to use your arc throwers to hack drone units essentially allowing you to add them to your squad for the rest of the mission. You can not use them for repairing your SHIVs but they still make good expendable scouts. They can also use a self-destruct ability in order to damage enemy units.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
There isn&#039;t much to fighting Drones. They are really not very dangerous. They have a pretty small frame so it may be difficult hitting them. Though even if you miss they really can not do much in the way of retaliation.&lt;br /&gt;
&lt;br /&gt;
Be advised that they will almost always appear alongside stronger robotic units such as Sectopods. Make the heavier machines your priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*Self Destruct: The Drone self-detonates, dealing damage similar to frag grenade.&lt;br /&gt;
*Repair: The Drone can repair a damaged Sectopod or Cyberdisc, letting it stay in the fight for longer.&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=41079</id>
		<title>Drone (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=41079"/>
		<updated>2012-11-09T18:14:02Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: Created page with &amp;quot;thumb The Drone is a lightly armoured flying robotic engineer with a weak ranged attack. Their main purpose within the Alien Armada is to repair...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
The Drone is a lightly armoured flying robotic engineer with a weak ranged attack. Their main purpose within the Alien Armada is to repair allied heavy robotic units in order to keep them gunning down your squad for as long as possible. They are nothing on their own but they are almost always found with extremely deadly [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopod (EU2012)|Sectopods]] during combat.&lt;br /&gt;
&lt;br /&gt;
There is a foundry upgrade that lets you upgrade your arc throwers. The upgrade allows you to use your arc throwers to hack drone units essentially allowing you to add them to your squad for the rest of the mission. You can not use them for repairing your SHIVs but they still make good expendable scouts. They can also use a self-destruct ability in order to damage enemy units.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
There isn&#039;t much to fighting Drones. They are really not very dangerous. They have a pretty small frame so it may be difficult hitting them. Though even if you miss they really can not do much in the way of retaliation.&lt;br /&gt;
&lt;br /&gt;
Be advised that they will almost always appear alongside stronger robotic units such as Sectopods. Make the heavier machines your priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*Self Destruct: The Drone self-detonates, dealing damage similar to frag grenade.&lt;br /&gt;
*Repair: The Drone can repair a damaged Sectopod or Cyberdisk, letting it stay in the fight for longer.&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=41078</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=41078"/>
		<updated>2012-11-09T17:22:44Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.&lt;br /&gt;
=Races=&lt;br /&gt;
==[[Sectoid_(EU2012)|Sectoid]]==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
Sectoids are a basic, weak unit with an average ranged attack. They are known to be extremely aggressive in numbers and timid / cowardly (i.e. start camping/overwatch) if their number is few. They are capable of some psionics. Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge. This makes sectoids in numbers not as dangerous as half of them will consistently merge minds instead of shooting your agents, and giving you a double kill if you take out the mind merger (not the one being mind merged)&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Killing a sectoid will leave behind 2x weapon fragments.&lt;br /&gt;
&lt;br /&gt;
==[[Thin Man (EU2012) | Thin Man]]==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don&#039;t pack as much firepower as other enemies.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for &#039;&#039;up to&#039;&#039; 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit&#039;s accuracy by 20%.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gray Market description:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;The Thin Man cadaver begins to severely decomposed severely decompose within hours after death, giving off an overwhelming stench which may relate to toxins stored within its body&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&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;
&amp;lt;!-- THIN MAN is LONG ---&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)| Floater]]==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus and negate exposed critical bouns. They can be especially dangerous to Snipers.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&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; |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || 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;
==[[Floater (EU2012)#Heavy Floater| Heavy Floater]]==&lt;br /&gt;
[[File:Heavy Floater (EU2012).png|right|thumb]]&lt;br /&gt;
A tougher version of the regular Floater with considerably more hit points than a Floater, and armed with a Heavy Plasma. They also carry an Alien Grenade.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&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; |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || 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; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)| Muton]]==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics.  They are alien&#039;s version of x-com&#039;s agents and will aggressively use tactics such as flanking /overwatch/suppression against your soldiers. Wounding a Muton without killing it can intimidate your soldiers and potentially cause panic.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns.  4 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&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; |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || 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;
| align=&amp;quot;center&amp;quot; |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || 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;
==[[Muton (EU2012)#Muton Elite| Muton Elite]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. Their powerful weapons and good aim and the fact that they appear in groups means they can severely punish you each turn they&#039;re allowed to fire, while their ridiculous innate defense and ability to use cover makes them difficult to beat in a conventional firefight. Their major weakness is to psionic attack.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* Enemy Defense: +20%/+30% (normal / classic)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&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; |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || 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; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Berserker| Berserker]]==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). Although aggressive in nature, they can exhibit some tactical decision to fall back and regroup with other mutons when not wounded (once they are wounded they go berserk and charge toward the nearest xcom agent). They are also quite resilient to psionic attack. A suppressed berserker will tend not to take any action. &lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to crit)&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&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; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || 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;
==[[Outsider (EU2012)|Outsider]]==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They are the early commander type units that will remain in their chamber on the UFO until discovered. Their purpose seems to be to defend that position, as they will not go far beyond it. They will be replaced by sectoid commander / ethereal after you assaulted alien base or shot down the overseer UFO.&lt;br /&gt;
* capturing one is required to progress the main plot. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&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; |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || 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; |Suppression 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Chryssalid (EU2012)|Chryssalid]]==&lt;br /&gt;
[[File:Chryssalid.png|right|thumb]]&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire. Note: Chrssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.&lt;br /&gt;
* &#039;&#039;&#039;Stun Immune&#039;&#039;&#039;: This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows vertical leaps onto elevated surfaces during movement.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.&#039;&#039;&amp;quot;  - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Cyberdisc (EU2012)| Cyberdisc]]==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. They are an extremely aggressive unit similar to floaters. Unlike floaters, they never back down regardless of health / remaining aliens.  When in their &#039;closed&#039; form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat.  They are immune to most psionic attacks.&lt;br /&gt;
* Can throw an Alien Grenade to attack multiple soldiers at once.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Drone (EU2012)|Drone]]==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
* With Foundry Upgrades, the Arc Thrower can be used to &#039;hack&#039; Drones and seize control of them for the duration of a mission.&lt;br /&gt;
* Captured Drones can not repair a friendly SHIV unit. However, they can self-detonate, dealing damage similar to frag grenade.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)|Ethereal]]==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
The ultimate alien. High health, highest innate defense and powerful psionic attacks. They do not take cover despite being humanoid (however is hardened, -60% crit). They do not carry physical weapons.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
==[[Sectoid (EU2012)#Sectoid Commander| Sectoid Commander]]==&lt;br /&gt;
[[File:Sectoid Commander (EU2012).png|right|thumb]]&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
* Carries Plasma Pistol &amp;amp; Alien Grenade.&lt;br /&gt;
* Will use psi attacks against targets with a low Hit chance.  If trying to capture one, sometimes its best to leave a soldier out of cover and eat a plasma pistol shot instead of taking a psi attack.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sectopod (EU2012)| Sectopod]]==&lt;br /&gt;
[[File:Sectopod (EU2012).jpg|right|thumb]]&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking, but only at different targets. Frequently escorted by Drones. They are not as aggressive as cyberdiscs but significantly more dangerous. They don&#039;t move around a lot and will prefer to bombard your agent from far away. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Do note this ability has no range limit and can be fired if another alien spot you (like sniper&#039;s squad sight, except it doesn&#039;t need a line of sight). While channeling this ability, the sectopod will not take another other action including its plasma auto-overwatch turrets.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sectopod&#039;s chest cannon and auto-overwatch plasma turret deal area damage if hits someone, including destroying cover. This makes having two soldiers very close a major mistake, because not only will the Sectopod damage both soldiers if it hits one, it can destroy their cover and then fire on the other soldier with no cover bonus.&lt;br /&gt;
* Seems to have a longer sight range than most units.&lt;br /&gt;
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous, but practically guaranteeing a double attack. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;HEAT Ammo&#039;&#039; promotion applies to &#039;&#039;all&#039;&#039; weapons, and can allow them to inflict &#039;&#039;vast&#039;&#039; amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets.  A non-crit with a Heavy&#039;s rocket can do 16 points of damage.&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;Shredder Rocket&#039;&#039; promotion can also be used to make the Sectopod take additional damage from all other attacks.&lt;br /&gt;
* Snipers can use their &#039;&#039;Headshot&#039;&#039; or &#039;&#039;Disabling Shot&#039;&#039; powers to cripple or inflict serious damage to a Sectopod, especially if they have the &#039;&#039;Double Tap&#039;&#039; promotion.&lt;br /&gt;
* If you see Cluster Bomb being prepared, RUN.&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)#Uber Ethereal| Uber Ethereal]]==&lt;br /&gt;
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alien Stats Table=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | HP&lt;br /&gt;
(Easy/Normal/Classic/Impossible)&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid&lt;br /&gt;
|3/3/3/4&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Target of a mind merge gains one extra health, healed effectively. Increases critical hit chance and will too.&lt;br /&gt;
|-&lt;br /&gt;
|Outsider&lt;br /&gt;
|3/3/5/5&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|Receives an additional +10 Aim and +5 Movement from bonuses on impossible. Tied for highest accuracy in the game.&lt;br /&gt;
|- &lt;br /&gt;
|Thin man&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Deals 2 less damage on normal/easy&lt;br /&gt;
|-&lt;br /&gt;
|Floater&lt;br /&gt;
|3/4/4/6&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid&lt;br /&gt;
|8/8/8/8&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|Hardened, Deals +2 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|10/10/10/14&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
|Deals +2/+4 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Muton&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drone&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Requires &#039;Drone Hack&#039; arc thrower upgrade to &#039;hack&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisk&lt;br /&gt;
|16/16/20/20&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|18&lt;br /&gt;
|Hardened while in closed form, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|90&lt;br /&gt;
|12&lt;br /&gt;
| +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Muton Berserker&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
|Hardened, Deals +1/3 damage on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod&lt;br /&gt;
|30/30/30/30&lt;br /&gt;
|80&lt;br /&gt;
|30&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite&lt;br /&gt;
|14/14/14/18&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
| +10 defense on classic/impossible, +10 additional aim on impossible&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|120&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Uber Ethereal&lt;br /&gt;
|?/?/25/?&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|Hardened&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Melee attacks always hit.&lt;br /&gt;
Hardened reduces critical chance by 60% against the target.&lt;br /&gt;
On Classic and Impossible, Aliens receive +10 aim and +10 crit chance bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=41074</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=41074"/>
		<updated>2012-11-09T08:13:31Z</updated>

		<summary type="html">&lt;p&gt;SuicidalSectoid: /* Skeletoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section gives a brief description of the various aliens in X-COM Apocalypse and groups them by threat levels towards &#039;&#039;human&#039;&#039; agents, with the exception of the Overspawn as it is a Cityscape-only enemy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
As different players will have varying comfort levels fighting against the different aliens based on their own experience levels, these groupings are not final and should be treated as estimates. &lt;br /&gt;
&lt;br /&gt;
= Low threat =&lt;br /&gt;
&lt;br /&gt;
== [[Multiworm Egg (Apocalypse) | Multiworm Egg]]==&lt;br /&gt;
The multiworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack but is otherwise harmless if left alone. They do not require any direct intervention and are recovered automatically at the end of the mission. &lt;br /&gt;
&lt;br /&gt;
== [[Chrysalis (Apocalypse)| Chrysalis]] == &lt;br /&gt;
The chrysalis is the final stage of the multiworm life cycle, and serves as a universal egg of sorts that turns into any one of the aliens you will face. It is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.&lt;br /&gt;
&lt;br /&gt;
== [[Spitter (Apocalypse) | Spitter]]== &lt;br /&gt;
Spitters are pink humanoids without a head. They spit acid at enemy targets from the funnel at the end of their neck. &lt;br /&gt;
&lt;br /&gt;
Spitters are relatively easy enemies to fight, but their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=Medium threat =&lt;br /&gt;
&lt;br /&gt;
== [[Brainsucker (Apocalypse) | Brainsucker]] == &lt;br /&gt;
Brainsuckers are small basketball-like aliens with limbs. They function purely to take over the bodies of X-COM agents. They are small and fast and can leap great heights. They are transported in an inert state in small pods and can be launched from [[Brainsucker_Launcher|Brainsucker Launchers]]. &lt;br /&gt;
&lt;br /&gt;
They have a very short lifespan that only lasts long enough for a single attack after they have hatched from their pods. &lt;br /&gt;
&lt;br /&gt;
With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant. &lt;br /&gt;
&lt;br /&gt;
Brainsuckers do not actively target X-COM Android agents. This effectively makes them immune unless the Brainsucker manages to land on an android by accident. &lt;br /&gt;
&lt;br /&gt;
== [[Psimorph (Apocalypse)| Psimorph]]== &lt;br /&gt;
Primorphs are a psionic being that resemble a collection of large green tentacles as large as a Megaspawn. They hover slowly through the air. They only attack with psionics. &lt;br /&gt;
&lt;br /&gt;
By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt agents weak in psionics and even turn them against their companions. Like X-COM agents, they do suffer from the same limitations of having a psi-energy bar. They can easily be overwhelmed by many agents. &lt;br /&gt;
&lt;br /&gt;
Against androids and skilled hybrids, the psimorph pose a non-existent threat. &lt;br /&gt;
&lt;br /&gt;
==[[Micronoid Aggregate (Apocalypse) |Micronoid Aggregate]]== &lt;br /&gt;
The masterminds behind the alien threat. They are a minute species of psionic alien that, when grouped together, resemble a puddle of slime. Their only means of attack is through powerful psionic attacks. &lt;br /&gt;
&lt;br /&gt;
Though more powerful than the Psimoprh, their physiques are weak. They make up for this with larger numbers (of puddles). &lt;br /&gt;
&lt;br /&gt;
They can only be found in the [[Sleeping Chamber]] and the Type 7 [[Alien Bomber (Apocalypse) | Alien Bomber]]. &lt;br /&gt;
&lt;br /&gt;
They share all the limitations of the Psimorph and are no threats to androids.&lt;br /&gt;
&lt;br /&gt;
== [[Hyperworm (Apocalypse)|Hyperworm]]== &lt;br /&gt;
The hyperworm is the small offspring of a deceased Multiworm. When the Multiworm dies, four Hyperworms spring from its body to deal one last blow to the multiworm&#039;s attackers. &lt;br /&gt;
&lt;br /&gt;
The individual Hyperworms are relatively weak and have a short ranged bite attack that do minor to moderate damage. Their strength comes from their speed and numbers. &lt;br /&gt;
&lt;br /&gt;
Setting fire to the Multiworm just before it dies or use of high explosives are easy methods for quickly handling hyperworm swarms.&lt;br /&gt;
&lt;br /&gt;
=High threat=&lt;br /&gt;
&lt;br /&gt;
== [[Multiworm (Apocalypse)|Multiworm]]== &lt;br /&gt;
&lt;br /&gt;
The Multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a powerful and rapid spit attack against nearby agents. The large amount of health that the Multiworm has allows it withstand a fair beating before it goes down. On its death it releases four Hyperworms that attempt to swarm towards the nearest attacker. This makes melee or short ranged combat against them a risky practice.&lt;br /&gt;
&lt;br /&gt;
Multiworms are a very highly valued [[Biochemistry]] project. &lt;br /&gt;
&lt;br /&gt;
== [[Popper (Apocalypse) | Popper]]== &lt;br /&gt;
&lt;br /&gt;
The Popper is a bomb with legs. The Popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. Though they have no ranged attacks, they will explode when they are next to an X-COM agent.&lt;br /&gt;
&lt;br /&gt;
The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. In Real Time combat, actively scanning the area with a [[Motion Scanner (Apocalypse) | motion scanner]] for rapid moving blips can save many lives. &lt;br /&gt;
&lt;br /&gt;
Poppers will also explode when killed by solid round projectiles, explosions or from blood loss. They will not explode from energy weapons or gas. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Anthropod]] == &lt;br /&gt;
The Anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs with elephantine limbs. Despite their almost comical appearance, their ability to make use of a variety of armaments and tools makes them very deadly foes. &lt;br /&gt;
&lt;br /&gt;
The Anthropod is one of the two aliens available to the aliens that are capable of wielding tools. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Skeletoid]] == &lt;br /&gt;
The skeletoid is a boney yellow patchwork man. They are identical to the Anthropod in threat and function with the addition of a hovering ability. This means that they are able to attack from the air and reach places that Anthropods can not go to.&lt;br /&gt;
&lt;br /&gt;
== [[Queenspawn]] == &lt;br /&gt;
The ultimate form and mother of the Multiworms. It is the largest creature that you will face. It is immobile but makes up for this by having an incredibly powerful and fast firing ranged attack that can easily best even the most heavily protected agent. &lt;br /&gt;
&lt;br /&gt;
Although the Queenspawn can only attack directly in front of it and it is immobile, the major portion of its perceived difficulty stems from its environment. It is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to protect its vulnerable sides. This means that it can only be approached from the front. Four re-enforcement teleport pads beyond the dias provide additional troops for it. &lt;br /&gt;
&lt;br /&gt;
Capture of this alien allows for progression of the [[Alien Gas (Apocalypse) | Alien Gas]] toxin weapon research. &lt;br /&gt;
&lt;br /&gt;
The queen can only be found in the [[Spawning Chamber]]. &lt;br /&gt;
&lt;br /&gt;
== [[Megaspawn (Apocalypse) | Megaspawn]] == &lt;br /&gt;
&lt;br /&gt;
The Megaspawn is an alien built like a tank that is armed with a built-in Disruptor beam that is as powerful as a Devastator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents. &lt;br /&gt;
&lt;br /&gt;
They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they  appear to have some reluctance to fight agents that are right up next to them and will turn and run.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>SuicidalSectoid</name></author>
	</entry>
</feed>