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		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=57143</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=57143"/>
		<updated>2014-06-12T22:35:04Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Build Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOM&#039;s head of Engineering]]&lt;br /&gt;
[[Image:engineeringEU2012.jpg|thumb|right|300px|Main Engineering]]&lt;br /&gt;
&#039;&#039;In [[XCOM (EU2012)|XCOM]] Engineering you will manufacture items that improve your capacity to repel the alien invasion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dr. Shen ==&lt;br /&gt;
Dr. [[Raymond Shen (EU2012)|Shen]] is the Chief Engineer at the [[XCOM Headquarters (EU2012)|XCOM base]]. He will notify the Commander of any news related to Engineering, as well as providing scientific advice during combat [[Missions (EU2012)|missions]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
Three types of resources are needed for manufacturing in XCOM:&lt;br /&gt;
* Engineers&lt;br /&gt;
* Credits (§)&lt;br /&gt;
* Alien Artifacts such as [[Elerium (EU2012)|Elerium]] or [[Alien Alloys (EU2012)|Alien Alloys]]&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM_2012_Engineers_versus_Savings.jpg|thumb|right|300px|Engineers available versus cost savings]]&lt;br /&gt;
&lt;br /&gt;
If you have more Engineers than the minimum required, they provide a cost discount. The discount increases quickly at first, then slows. It never goes below 50% (see graph). Rounding down, the formula is:&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM 2012 Engineers versus Savings formula corrected.png|none]]&lt;br /&gt;
&lt;br /&gt;
*When the current number of engineers equals the minimum needed, the term in parentheses becomes &amp;quot;2&amp;quot;, cancelling the 1/2.&lt;br /&gt;
**At twice the number of engineers, it costs 75%. So with 10 engineers, a satellite (Base Cost §100) costs §75.&lt;br /&gt;
**At five times the number of engineers, it costs 60%. With 25 engineers, the satellite costs §60.&lt;br /&gt;
**At twenty times the number of engineers, it costs 52.38%. With 100 engineers, a satellite costs §52 (cost is rounded down).&lt;br /&gt;
**The [http://en.wikipedia.org/wiki/Inflection_point inflection point] is at three times the number of engineers. It can be considered a milestone for where the discount has slowed.&lt;br /&gt;
&lt;br /&gt;
Other resource costs (corpses, etc.) are not discounted. &lt;br /&gt;
*The North American continent bonus gives another 50% discount to [[Hangar (EU2012)|aircraft]] and aircraft weapons. &lt;br /&gt;
*The Asian continent bonus gives another 50% discount to [[S.H.I.V. (EU2012)|SHIVs]].&lt;br /&gt;
&lt;br /&gt;
==Workshops and Bonuses ==&lt;br /&gt;
For information on the structure, see [[Workshop (EU2012)|Workshop]].&lt;br /&gt;
&lt;br /&gt;
* 2 Workshops adjacent to one another will give a 7% discount on building items. &lt;br /&gt;
* For a 3*3 square with 9 workshops, you will get 12*7% = 84% discount on building stuff.&lt;br /&gt;
* 14 adjacent workshops is nearly the maximum with 98% [http://gaming.stackexchange.com/questions/89098/what-is-the-perfect-base-layout].&lt;br /&gt;
* To win the war on XCOM&#039;s ever-limited budget, a collection of Workshops is a sound investment. The reduction of materials and cost to build items saves resources (plus the savings from having more Engineers) to build Satellite [[Satellite Uplink (EU2012)|Uplinks]]/[[Satellite Nexus (EU2012)|Nexus]] and [[Satellite (EU2012)|satellites]], which in turn gets you more credits per month.&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
The Foundry is one of two places you can research equipment upgrades.&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry Projects]]&lt;br /&gt;
&lt;br /&gt;
== Build/Buy Items==&lt;br /&gt;
&lt;br /&gt;
=== Build Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:MEDIKIT (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Medikit (EU2012)|Medikit]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nanosutures and high-potency stimulants.&#039;&#039;&lt;br /&gt;
| 5 Engineers&lt;br /&gt;
| §25&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:NANOFIBER VEST (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Materials (EU2012)|Alien Materials]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §20&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:S.C.O.P.E. (EU2012).png|50px]]&amp;lt;br&amp;gt;[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;When equipped, this advanced targeting module integrates with XCOM&#039;s Active HUD system to offer a significant increase to our soldier&#039;s aim.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §20&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Arc Thrower (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Arc Thrower (EU2012)|Arc Thrower]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Arc Thrower&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §35&amp;lt;br&amp;gt;§10 on Easy difficulty&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:LASER PISTOL (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Pistol (EU2012)|Laser Pistol]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| §10&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:LASER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laser Rifle (EU2012)|Laser Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]]&amp;lt;br&amp;gt;12 Engineers&lt;br /&gt;
| §25&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:LASER SNIPER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Precision Lasers (EU2012)|Precision Lasers]]&amp;lt;br&amp;gt;12 Engineers&lt;br /&gt;
| §35&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:SCATTER LASER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Scatter (EU2012)|Scatter Laser]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Precision Lasers (EU2012)|Precision Lasers]]&amp;lt;br&amp;gt;12 Engineers&lt;br /&gt;
| §30&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:HEAVY LASER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Heavy Laser (EU2012)|Heavy Laser]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]]&amp;lt;br&amp;gt;12 Engineers&lt;br /&gt;
| §30&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:CHITIN PLATING (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Chitin Plating (EU2012)|Chitin Plating]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&amp;lt;br&amp;gt;15 Engineers&lt;br /&gt;
| §85&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt;4 [[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:COMBAT STIMS (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Combat Stims (EU2012) | Combat Stims]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier&#039;s vital statistics.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Berserker Autopsy (EU2012)|Berserker Autopsy]]&amp;lt;br&amp;gt;15 Engineers&lt;br /&gt;
| §50&amp;lt;br&amp;gt;5 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 1 [[Berserker Corpse (EU2012)|Berserker Corpse]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:PLASMA PISTOL (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Pistol (EU2012)|Plasma Pistol]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Plasma Pistol&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| §100&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:LIGHT PLASMA RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Light Plasma Rifle&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| §125&amp;lt;br&amp;gt;15 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §180&amp;lt;br&amp;gt; 30 Elerium, 30 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:PLASMA RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Plasma Rifle&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| §200&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §300&amp;lt;br&amp;gt; 40 Elerium, 50 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:PLASMA SNIPER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;By modifying our current power system to hold a greater charge, we&#039;ve developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Plasma Sniper Rifle&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
| §250&amp;lt;br&amp;gt;25 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §375&amp;lt;br&amp;gt; 60 Elerium, 50 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:HEAVY PLASMA (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Heavy Plasma (EU2012)|Heavy Plasma]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we&#039;ve fielded previously.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Heavy Plasma&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
| §250&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §375&amp;lt;br&amp;gt; 60 Elerium, 50 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:ALLOY CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Alloy Cannon (EU2012)|Alloy Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;By developing a firing mechanism capable of projecting machined shards of the alien alloy, we&#039;ve created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Alloy Cannon&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
| §250&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §300&amp;lt;br&amp;gt; 40 Elerium, 75 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:BLASTER LAUNCHER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Blaster Launcher (EU2012)|Blaster Launcher]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Blaster Launcher (EU2012)|Guided Fusion Launcher]]&amp;lt;br&amp;gt;35 Engineers&lt;br /&gt;
| §275&amp;lt;br&amp;gt;65 [[Elerium (EU2012)|Elerium]] &amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[Fusion Core(EU2012)|Fusion Core]]&amp;lt;br&amp;gt;2 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §400&amp;lt;br&amp;gt; 120 Elerium, 75 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Skeleton Key (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Skeleton Key (EU2012)|Skeleton Key]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This device is the culmination of our research into the shard recovered from the alien Outsider. It should allow our troops to infiltrate the alien base and find out what&#039;s inside.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Outsider Shard (EU2012)|Outsider Shard]]&amp;lt;br&amp;gt;15 Engineers&lt;br /&gt;
| §25 &amp;lt;br/&amp;gt; 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br/&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Easy Difficulty: 5 Alloys and 5 Elerium&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:MIND SHIELD (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Mind Shield (EU2012) | Mind Shield]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]&amp;lt;br&amp;gt;35 Engineers&lt;br /&gt;
| §150&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[Ethereal Corpse (EU2012)|Ethereal Corpse]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Armor ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:CARAPACE ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Carapace Armor (EU2012)|Carapace Armor]]&#039;&#039;&#039; || &#039;&#039;Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Carapace Armor&amp;lt;br/&amp;gt;10 Engineers || §25&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SKELETON SUIT (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Skeleton Suit (EU2012)|Skeleton Suit]]&#039;&#039;&#039; || &#039;&#039;The Skeleton Suit is our first attempt at combining medium-weight body armor with an integrated grappling hook for scaling objects in the field.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Skeleton Suit&amp;lt;br&amp;gt;15 Engineers || §30&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:TITAN ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Titan Armor (EU2012)|Titan Armor]]&#039;&#039;&#039; || &#039;&#039;This Titan Armor is among our heaviest designs, enhancing our soldier&#039;s protection from weapons fire, while also providing immunity to fire and toxins.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Titan Armor&amp;lt;br/&amp;gt;25 Engineers || §150&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;35 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:GHOST ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ghost Armor (EU2012)|Ghost Armor]]&#039;&#039;&#039; || &#039;&#039;By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Ghost Armor&amp;lt;br/&amp;gt;40 Engineers || §250&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ARCHANGEL ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Archangel Armor (EU2012)|Archangel Armor]]&#039;&#039;&#039; || &#039;&#039;The Archangel suit combines our heavy armor set with a small propulsion system that allows for limited flight capabilities.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Archangel Armor&amp;lt;br/&amp;gt;35 Engineers || §200&amp;lt;br&amp;gt;35 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSI ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psi Armor (EU2012)|Psi Armor]]&#039;&#039;&#039; || &#039;&#039;Our most powerful armored suit, this equipment serves to amplify the wearer&#039;s psionic abilities through a system modeled after the alien&#039;s own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Psi Armor&amp;lt;br/&amp;gt;30 Engineers || §400&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Firestorm (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Firestorm (EU2012)|Firestorm]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Firestorm is our highly advanced combat aircraft incorporating numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br&amp;gt; 20 Engineers&lt;br /&gt;
| §200&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt; 40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[UFO Power Source (EU2012)|UFO Power Source]]&amp;lt;br&amp;gt;2 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
| 14 days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Satellite (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite (EU2012)|Satellite]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight.&#039;&#039;&lt;br /&gt;
| 5 Engineers&lt;br /&gt;
| §100&lt;br /&gt;
| 20 days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[SHIV (EU2012)|SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier.  While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 5 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| §100&lt;br /&gt;
| 7 days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Alloy S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alloy SHIV (EU2012)|Alloy SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original.  The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 10 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| §150 &amp;lt;br/&amp;gt; 40 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| 7 days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Hover S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hover SHIV (EU2012)|Hover SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&amp;quot;Our latest modification to the S.H.I.V. vehicle involves the integration of a small pulse engine, allowing the entire platform to fly over rough terrain.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 20 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| §200&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;60 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| 7 days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Fusion Lance (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fusion Lance (EU2012)|Fusion Lance]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Fusion Lance is the most powerful anti-aircraft weapon currently available to XCOM.  It should be capable of taking down any UFO engaged by the Firestorm.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Fusion Lance &amp;lt;br/&amp;gt; 35 Engineers&lt;br /&gt;
| §150&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:EMP Cannon (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[EMP Cannon (EU2012)|EMP Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these components.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: EMP Cannon &amp;lt;br/&amp;gt; 30 Engineers&lt;br /&gt;
| §200 &amp;lt;br&amp;gt; 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br&amp;gt; 30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Plasma Cannon (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Plasma Cannon &amp;lt;br/&amp;gt; 20 Engineers&lt;br /&gt;
| §100&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:LASER CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laser Cannon (EU2012)|Laser Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;These super-cooled laser cannons can take down most alien craft, but they have a limited range, requiring the Interceptor to close in on hostile targets.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| §35&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PHOENIX CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &amp;lt;br/&amp;gt; 5 Engineers&lt;br /&gt;
| §35&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:DEFENSE MATRIX (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Defense Matrix (Dodge) (EU2012)|Defense Matrix (Dodge)]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s evasive ability. The matrix will burn out after one use. Floater adaptive reflex technology was surprisingly compatible with our satellite systems, allowing us to predict enemy firing solutions.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Floater Autopsy (EU2012)|Floater Autopsy]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| §50&amp;lt;br&amp;gt;3 [[Floater Corpse (EU2012)|Floater Corpse]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UFO TRACKING (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s pursuit speed. The module will burn out after one use. Its technology lets us focus our satellites&#039; computation resources on UFO pursuit, and might buy precious time to chase down even the fastest UFOs.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| §20&amp;lt;br&amp;gt;2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UPLINK TARGETING (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s accuracy.  The module will burn out after one use.  Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Sectoid Autopsy (EU2012)|Sectoid Autopsy]] &amp;lt;br/&amp;gt; 5 Engineers&lt;br /&gt;
| §10&amp;lt;br&amp;gt;3 [[Sectoid Corpse (EU2012)|Sectoid Corpse]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|}&lt;br /&gt;
===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Needle Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;A variant on the Frag Grenade, this weapon does equivalent damage over a much larger area but the projectiles cannot damage cover. Thus units in cover related to the center of the blast area will be unaffected.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&amp;lt;br&amp;gt;7 Engineers&lt;br /&gt;
| §40&amp;lt;br&amp;gt;5 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;2 [[Chryssalid Corpse (EU2012)|Chryssalid Corpses]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Flashbang Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §35&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Gas Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Our advanced research in alien physiology has allowed us to synthesize a modified version of the poison projected by the Thin Man, and containerize it in grenade form.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&amp;lt;br&amp;gt;7 Engineers&lt;br /&gt;
| §35&amp;lt;br&amp;gt;2 [[Thin Man Corpse (EU2012)|Thin Man Corpses]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Ghost Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Ghost Grenade (EU2012)|Ghost Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Seeker Autopsy (EU2012)|Seeker Autopsy]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| §200&amp;lt;br&amp;gt;25 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;4 [[Seeker Wreck (EU2012)|Seeker Wrecks]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Mimic Beacon (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §50&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Reaper Rounds (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&amp;lt;br&amp;gt;6 Engineers&lt;br /&gt;
| §30&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Respirator Implant (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Respirator Implant (EU2012)|Respirator Implant]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;We can fabricate a module that will automatically detect chemical and physical threats to a soldier&#039;s oxygen supply, and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all of XCOM&#039;s armor designs.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Seeker Autopsy (EU2012)|Seeker Autopsy]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §35&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Railgun (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Railgun (EU2012)|Railgun]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This high-powered, recoiless slugthrower can be fired in short bursts to devastating effect, although the sizes of its housing and power supply require it to be mounted on a MEC. Prior to our research on heavy lasers, we had no access to a small enough power source.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
|  §70&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Particle Cannon (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Particle Cannon (EU2012)|Particle Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Applications of our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would be highly dangerous to an unmodified soldier, but a MEC suit is capable of mounting the necessary systems.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]]&amp;lt;br&amp;gt;40 Engineers&lt;br /&gt;
|  §325&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:MEC-1 (EU2012).png|50px]]&amp;lt;br&amp;gt;[[MEC-1 Warden (EU2012)|MEC-1 Warden]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Mechanized Exoskeletal Cybersuit, or MEC, has access to heavier primary weapons than unaugmented soldiers can use&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
|  §25&amp;lt;br&amp;gt;40 [[Meld (EU2012)|Meld]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:MEC-2 (EU2012).png|50px]]&amp;lt;br&amp;gt;[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The MEC-2 is capable of deploying a wider variety of weapons and devices than its predecessor&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
|  §§32&amp;lt;br&amp;gt;60 [[Meld (EU2012)|Meld]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:MEC-3 (EU2012).png|50px]]&amp;lt;br&amp;gt;[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The MEC-3 is capable of deploying several powerful weapons and devices in addition to the main gun&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]]&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
|  §106&amp;lt;br&amp;gt;100 [[Meld (EU2012)|Meld]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.&lt;br /&gt;
After researching [[Foundry (EU2012)#Advanced_Construction|Advanced Construction]] in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. &lt;br /&gt;
Unlike everything else that can be produced in Engineering, the price and item requirements do not lower based on how many Engineers you have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Facilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;13%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; align=&amp;quot;center&amp;quot; | Monthly cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Notes/Bonus&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
&amp;lt;!-- PERHAPS STRUCTURE THE CODE THIS WAY FOR EASY EDIT. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Access Lift Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Access Lift (EU2012)|Access Lift]] &#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Access Lifts enable XCOM&#039;s subterranean base to expand deeper into the earth.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&amp;lt;br/&amp;gt;2 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to access a lower level.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 days&lt;br /&gt;
&amp;lt;!-- END ONE SECTION --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Satellite Uplink Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite Uplink (EU2012)|Satellite Uplink]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&amp;lt;br&amp;gt;After 2nd Uplink/Nexus, +10 for next Satellite Uplink, +15 for next Satellite Nexus&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;(§100 EW DLC)&amp;lt;br/&amp;gt; 5 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent Uplink or [[Satellite Nexus (EU2012)|Nexus]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Satellite Nexus Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite Nexus (EU2012)|Satellite Nexus]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]]&amp;lt;br&amp;gt;5 Engineers&amp;lt;br&amp;gt; After 2nd Uplink/Nexus, +10 for each Satellite Uplink, +15 for each Satellite Nexus&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300&amp;lt;br/&amp;gt;(§250 EW DLC) &amp;lt;br/&amp;gt;8 Power &amp;lt;br/&amp;gt; 25x [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 2x [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §26&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent [[Satellite Uplink (EU2012)|Uplink]] or Nexus&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Laboratory Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laboratory (EU2012)|Laboratory]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039; Each laboratory increases research speed by 20%. Adjacency Bonus: 10% increase to research speed for every adjacent laboratory.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 Scientists&amp;lt;br&amp;gt;(2nd Lab requires 10, each next requires 5 more)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §125&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §24&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10% increase to research speed for every adjacent laboratory&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Workshop Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Workshop (EU2012)|Workshop]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Each workshop adds 5 engineers to our staff. Adjacency Bonus: 7/10% refund on resources used when building vehicles, Foundry projects and facilities.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&amp;lt;br&amp;gt;(2nd Workshop requires 15, each next requires 10 more)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §130&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §26&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Each gives 5 additional engineers.&amp;lt;br&amp;gt;7% rebate on §, Alloys and Elerium (10% on the EW DLC). &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Foundry Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)| The Foundry]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Develop new combat items or improve current items in the Foundry.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10% adjacency bonus on the EW DLC if next to Workshops/Foundry&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Alien Containment Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Containment (EU2012)| Alien Containment]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039; This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Xeno-Biology_(EU2012)|Xeno-Biology]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §85&amp;lt;br/&amp;gt;5 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to interrogate aliens. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Power Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Power Generator (EU2012)|Power Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §11&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Thermo Power Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Thermo Power Generator (EU2012)|Thermo Power Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Thermal Power Generators supply +20 power, but must be built over steam vents. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Steam Vent&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Elerium Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Elerium Generator (EU2012)|Elerium Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Elerium Power Generators supply +30 power. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&amp;lt;br/&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br/&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;2 [[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §29&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Psionic Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psionic Lab (EU2012)|Psionic Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]/[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 3 Power &amp;lt;br/&amp;gt; 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br/&amp;gt; 20 [[Alien Alloys (EU2012)|Alloys]]  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. Only 1 can be built. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Hyperwave Relay Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hyperwave Relay (EU2012)|Hyperwave Relay]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Alien communications rely on a supra-dimensional wave which travels almost instantaneously. This relay should allow us to trace the source of these communications.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Hyperwave Relay (EU2012)|Hyperwave Communication]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §175 &amp;lt;br/&amp;gt; 4 Power &amp;lt;br/&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 1 [[Hyperwave Relay (EU2012)|Hyperwave Beacon]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reveals information on the type and number of aliens present in all detected [[UFOs (EU2012)|UFOs]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Gollop Chamber Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Gollop Chamber (EU2012)| Gollop Chamber]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Once we build this facility, a psionically powerful soldier will be able to access the Ethereal&#039;s psychic net.&amp;lt;br/&amp;gt;&#039;&#039;Cannot remove this facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Psi Link (EU2012)|Ethereal Device]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 5 Power &amp;lt;br/&amp;gt; 1 Psi Link&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to advance in the game&#039;s [[Storyline (EU2012)|Storyline]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Genetics Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Genetics Lab (EU2012)|Genetics Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This annex to the Research Labs will allow us to genetically modify our soldiers. This facility counts as a Laboratory for adjacency benefits.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50 &amp;lt;br/&amp;gt; 3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] facility&amp;lt;br&amp;gt;Contains 3 slots where [[Gene Mods (EU2012)|Gene Mods]] can be implanted on soldiers.&amp;lt;br&amp;gt;10% adjacency bonus on the EW DLC with Workshops/Foundry &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Cybernetics Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cybernetics Lab (EU2012)|Cybernetics Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Here we will be able to build Mechanized Exoskeletal Cybersuits (MECs), and augment soldiers to wear them. This facility counts as a Workshop for adjacency benefits.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50 &amp;lt;br/&amp;gt; 3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] facility&amp;lt;br&amp;gt;Contains 3 slots to augment soldiers into [[MEC Trooper (EU2012)|MEC Troopers]], also allows to build/repair [[MEC Suit (EU2012)|MEC Suits]].&amp;lt;br&amp;gt;10% adjacency bonus on the EW DLC with Labs.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squads_(Bureau)&amp;diff=55590</id>
		<title>Squads (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squads_(Bureau)&amp;diff=55590"/>
		<updated>2014-02-02T21:35:59Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your first mission at Groom Range, you will be alone at the start. When you come across other surviving agents, they will join your squad, giving you two additional agents. You will then have a 3-man squadron for the rest of the game, with the exception of if an agent dies during a mission, and a few rare instances of a 4th agent supporting.&lt;br /&gt;
&lt;br /&gt;
Once XCOM&#039;s central base is operational, you will have the option to recruit several additional agents (15 max possible, I think, I&#039;ll check next time I play. My last save is before the last action of the final mission, so I&#039;d need to start a new campaign to get back to the base. --[[User:Xuncu|Xuncu]] 07:26, 28 August 2013 (EDT)). Another way to accuire agents is through Dispatch missions.&lt;br /&gt;
&lt;br /&gt;
==Recruitment==&lt;br /&gt;
If recruiting from the Agent Management menu, the agents will start at Level 1, and you will have the option of selecting a &amp;quot;conditioning&amp;quot; perk which modifies character growth, such as a bonus when health is upgraded, or faster ability recharge. If an agent is a reward from a Dispatch mission, the Agent will already have a level or two (you are allowed to select all their Abilities), but you will not have the option of selecting the &amp;quot;conditioning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Your squad will follow your movements, unless directed to move to specific locations. At the start of a skirmish (either when the aliens spot you, or you or an agent take a shot first), they will automatically go to the nearest cover; you should still go into Battle Focus to check on them, and change their position if there&#039;s a better spot for them to be. Similar to Enemy Unknown, they are under the rules of half and full cover (as are the aliens (except when Carter is the agent involved, see [[Tactics_(Bureau)|Tactics]]), so good placement is still paramount to victory. It helps to look around before a fight, as there are often routes to send an agent to flank aliens. Ultimately, familiarity with the maps will be your greatest asset in battle.&lt;br /&gt;
&lt;br /&gt;
Left to their own devices, your agents will take their own initiative on firing their weapons, but will not use their abilities without being commanded to. And if they find themselves pinned and flanked, they will not move unless ordered to (you should, though: the damage received while moving will be less than being continually fired at from a flanking alien). Keep in mind that Battle Focus is not a &amp;quot;pause button&amp;quot;: though time is vastly &#039;&#039;slowed&#039;&#039;, it is still a factor, aliens will be causing damage while you&#039;re Focused, and quick thoughts and actions are critical to getting you and your agents out of a jam. Agent Carter is also the team Healer, and his Heal ability works on the entire squad. This ability has a substantial reload time, so better to avoid using it when you can.&lt;br /&gt;
&lt;br /&gt;
Health does regenerate as long as the agent isn&#039;t continuing to receive damage, and both health and abilities are fully recharged at the end of a skirmish. (at least on Rookie difficulty, I&#039;ll need to check on the harder ones)&lt;br /&gt;
&lt;br /&gt;
When in Battle Focus, move the mouse to the left or right 1/3rd of the screen to move the camera to focus on the corresponding agent. If commanding them to concentrate their fire on a particular hostile, the display will also show the damage rate for a successful attack (a flanking shot will have +100% damage, ect).&lt;br /&gt;
&lt;br /&gt;
Note that while your supporting Agents have unlimited ammo, they still obey the rules of clip size, and may be caught reloading at inoppertune times.&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Barracks_(EU2012)&amp;diff=55388</id>
		<title>Barracks (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Barracks_(EU2012)&amp;diff=55388"/>
		<updated>2014-01-27T22:08:03Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Hire Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:barracksEU2012.jpg|thumb|right|300px|The Barracks, where soldiers rest, relax and recover.]]&lt;br /&gt;
From within the Barracks you can hire new [[Soldiers (EU2012)|soldiers]], view the [[Memorial (EU2012)|Memorial]] and view current [[XCOM (EU2012)|XCOM]] soldiers. Later when the Facilities are built you can assess the [[Officer Training School (EU2012)|Officer Training School]] and [[Psionic Lab (EU2012)|Psi Lab]] tabs which allows you to purchase the different squad improvements and enter soldiers for a psionic test respectively.&lt;br /&gt;
&lt;br /&gt;
==View Soldiers==&lt;br /&gt;
From this tab you can alter your soldiers&#039; names, surnames, [[Nicknames (EU2012)|nicknames]] (post-Sergeant rank only), their appearance, current [[weapons (EU2012)|weapons]], [[Equipment (EU2012)|items]] and [[Armor (EU2012)|armour]] type and colour (Elite Soldier Pack).&lt;br /&gt;
&lt;br /&gt;
The different areas of a soldier that can be customized are Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair.&lt;br /&gt;
&lt;br /&gt;
==Hire Soldiers==&lt;br /&gt;
From here you can hire new soldiers to join your ranks (up to 99 or 70 with Enemy within DLC, This includes [[S.H.I.V. (EU2012)|S.H.I.V.s]] however).&lt;br /&gt;
&lt;br /&gt;
Soldiers on Normal [[Difficulty (EU2012)|Difficulty]] cost §10 and on Classic and Impossible it cost §15.&lt;br /&gt;
&lt;br /&gt;
==The Memorial==&lt;br /&gt;
{{Main|Memorial (EU2012)}}&lt;br /&gt;
{{:Memorial (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldiers (EU2012)]]&lt;br /&gt;
*[[Officer Training School (EU2012)]]&lt;br /&gt;
*[[Psionic Lab (EU2012)]]&lt;br /&gt;
*[[Memorial (EU2012)]]&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Barracks_(EU2012)&amp;diff=55387</id>
		<title>Barracks (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Barracks_(EU2012)&amp;diff=55387"/>
		<updated>2014-01-27T22:07:26Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Hire Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:barracksEU2012.jpg|thumb|right|300px|The Barracks, where soldiers rest, relax and recover.]]&lt;br /&gt;
From within the Barracks you can hire new [[Soldiers (EU2012)|soldiers]], view the [[Memorial (EU2012)|Memorial]] and view current [[XCOM (EU2012)|XCOM]] soldiers. Later when the Facilities are built you can assess the [[Officer Training School (EU2012)|Officer Training School]] and [[Psionic Lab (EU2012)|Psi Lab]] tabs which allows you to purchase the different squad improvements and enter soldiers for a psionic test respectively.&lt;br /&gt;
&lt;br /&gt;
==View Soldiers==&lt;br /&gt;
From this tab you can alter your soldiers&#039; names, surnames, [[Nicknames (EU2012)|nicknames]] (post-Sergeant rank only), their appearance, current [[weapons (EU2012)|weapons]], [[Equipment (EU2012)|items]] and [[Armor (EU2012)|armour]] type and colour (Elite Soldier Pack).&lt;br /&gt;
&lt;br /&gt;
The different areas of a soldier that can be customized are Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair.&lt;br /&gt;
&lt;br /&gt;
==Hire Soldiers==&lt;br /&gt;
From here you can hire new soldiers to join your ranks (up to 99 or 70 with Enemy within DLC This includes [[S.H.I.V. (EU2012)|S.H.I.V.s]] however).&lt;br /&gt;
&lt;br /&gt;
Soldiers on Normal [[Difficulty (EU2012)|Difficulty]] cost §10 and on Classic and Impossible it cost §15.&lt;br /&gt;
&lt;br /&gt;
==The Memorial==&lt;br /&gt;
{{Main|Memorial (EU2012)}}&lt;br /&gt;
{{:Memorial (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldiers (EU2012)]]&lt;br /&gt;
*[[Officer Training School (EU2012)]]&lt;br /&gt;
*[[Psionic Lab (EU2012)]]&lt;br /&gt;
*[[Memorial (EU2012)]]&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=55375</id>
		<title>Workshop (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=55375"/>
		<updated>2014-01-26T19:05:27Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }}&lt;br /&gt;
[[Image:workshopEU.jpg|right|200px|A workshop]]&lt;br /&gt;
Each workshop adds 5 engineers to our staff. Adjacency Bonus: 7% refund on resources used when building vehicles, foundry projects and facilities.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Facilities Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|manpower=6 engineers, 2nd workshop +15 Engineers, next ones +10&lt;br /&gt;
|costs=§130&lt;br /&gt;
|power=3&lt;br /&gt;
|maintenance=§26 per month&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|provides=5 engineers&lt;br /&gt;
|adjacency=7% per workshop(10% with EW DLC)&lt;br /&gt;
|}}&lt;br /&gt;
* Europe&#039;s continent bonus &amp;quot;Expert Knowledge&amp;quot; will lower the cost and maintenance cost of a workshop with 50%. The price will be §65 for a workshop.&lt;br /&gt;
* The adjacency bonus in Enemy Within has increased the bonus from 7% to 10% when building vehicles, Foundry projects and facilities.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_Base_Defense_(EU2012)&amp;diff=55299</id>
		<title>XCOM Base Defense (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_Base_Defense_(EU2012)&amp;diff=55299"/>
		<updated>2014-01-21T19:46:58Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Mission Objectives }}&lt;br /&gt;
[[File:XCOM Base Defense Mission Screen (EU2012).png|200px|right]]&lt;br /&gt;
The invaders have infiltrated XCOM in unknown numbers. Limited reinforcements, including XCOM Base Security personnel, are available. Failure will mean the end of XCOM.&lt;br /&gt;
*Defend our base by all necessary means&lt;br /&gt;
*If all soldiers in the combat area are killed, XCOM HQ will fall&lt;br /&gt;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*This mission is always called: &#039;&#039;&#039;Operation Ashes and Temples&#039;&#039;&#039;. &lt;br /&gt;
*The Aliens can now attack the [[XCOM HQ (EU2012)|XCOM HQ]] once during a game, resulting on a Base Defense mission against the aliens.&lt;br /&gt;
*Base Defense always takes place 2-3 weeks after you&#039;ve assaulted the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]].&lt;br /&gt;
*While you&#039;re scanning for activity the Hologlobe on [[Mission Control (EU2012)|Mission Control]] will start to flicker and there will be a cinematic showing sections of the XCOM HQ exploding or being attacked by mind controlled XCOM personnel. Afterwards [[Bradford (EU2012)|Bradford]] will inform you that alien intruders have been detected and you&#039;ll need to defend HQ&#039;s Delta Section.&lt;br /&gt;
*You&#039;ll start with some veteran soldiers and base security personnel (a.k.a. Blueshirts). Delta section has been cut off and you&#039;ll have to defend it from the aliens. The aliens will attack in waves.&lt;br /&gt;
**The soldiers you get will always be your highest ranked ones. If you have more than one soldier eligible at each rank they will be picked at random (i.e. if you have 4 Colonels and 4 Majors, you&#039;ll get the 4 Colonels and a random 2 Majors).&lt;br /&gt;
*If you lose the mission you&#039;ll lose the game.&lt;br /&gt;
**You can restart the mission if you lose with a new RNG seed, this will work with Ironman enabled too.&lt;br /&gt;
*Your combat soldiers will be equipped with what they have at the moment in the Barracks and the base security will have [[Assault Rifle (EU2012)|Assault Rifles]] and [[Frag Grenade (EU2012)|Frag Grenades]].&lt;br /&gt;
**Keeping your highest ranked soldiers equipped is one of the most crucial things you can do to make this mission easier.&lt;br /&gt;
* You&#039;ll get 3 waves of reinforcements each time Bradford informs you that they&#039;ve managed to reopen the security door.&lt;br /&gt;
**Each time you receive reinforcements you&#039;ll get 1 of your combat soldiers, plus 0-2 Blueshirts.&lt;br /&gt;
*The Blueshirts will have -1 HP and -10 Will than a Rookie.&lt;br /&gt;
**If you get [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]], the base security personnel will have 2 grenades instead of one. &lt;br /&gt;
**Although Base Security personnel may earn promotions during the mission, you won&#039;t get to keep them as soldiers.&lt;br /&gt;
*Delta Section has a rectangular design, consisting of 4 linked sections: Rear Guard Station, Command Center, MEC Bay and Forward Access Tunnel.&lt;br /&gt;
*At the end of the mission Bradford will comment that &amp;quot;we still need to find how this was possible&amp;quot;, although you&#039;ll need to play the [[Progeny (EU2012)|Progeny]] campaign to learn about it. &lt;br /&gt;
*Depending on game progression, the [[Ethereal (EU2012)|Ethereal]] may be introduced in this mission&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
*Expect to be fighting 30+ aliens during the whole mission. You&#039;ll face a mix of all types of aliens. &lt;br /&gt;
**Naturally, composition will reflect current campaign progress.&lt;br /&gt;
*There are no penalties for demolishing the XCOM HQ, so feel free to use explosives.&lt;br /&gt;
*Blueshirts have terrible aim and damage with their conventional weapons, but their grenades are very helpful for softening up enemies and removing their cover so your soldiers can get good hits.&lt;br /&gt;
*Try to get a killing blow with a Blueshirt for the All Hands on Deck [[Achievements (EU2012)|achievement]], if you&#039;re playing to get them. &lt;br /&gt;
*Blueshirts don&#039;t last beyond the end of the mission, so feel free to use them as disposable scouts. You can absorb [[Overwatch (EU2012)|Overwatch]] fire with them, and try to get psionic enemies to waste their Mind Controls on them, at which point you can kill them. Try not to let [[Chryssalid (EU2012)|Chryssalids]] zombify them though. If one of your soldiers is in trouble, you can move a Blueshirt out of cover to try to present a more tempting target.&lt;br /&gt;
*Falling dirt means that Aliens are about to drop in from the vents, so take a moment to look ahead and see if there&#039;s any falling dirt, as it&#039;ll give you a turn before they drop, as Bradford may not warn you until &#039;&#039;their&#039;&#039; turn.&lt;br /&gt;
&lt;br /&gt;
*The first wave will drop directly in to the Command Center where your troops start, with some dropping in the Rear Guard Station and a few in the MEC Bay.&lt;br /&gt;
**Try to get your soldiers on Overwatch on the elevated platforms in the Command Center for the bonus accuracy from high ground.&lt;br /&gt;
**This is probably the most dangerous part of the mission. If you fail to take out the most dangerous aliens on the turn they drop in then they&#039;re almost guaranteed to get flanking shots or melee attacks in such an enclosed space.&lt;br /&gt;
*A large group of flying units will arrive at the Rear Guard Station. Most will fly in to the Command Center, but some may get &amp;quot;lost&amp;quot; and you&#039;ll have to go out and get them.&lt;br /&gt;
*After that more units will drop in to the MEC bay.&lt;br /&gt;
**Try to move some troops out early on to the elevated platforms overseeing the MEC Bay, you&#039;ll get excellent shots from the high ground.&lt;br /&gt;
**If you&#039;re still fighting the flyers when the new wave drops in then you may be better off pressing in to the Rear Guard Station to buy time and then fighting the new enemies from across the Command Center.&lt;br /&gt;
*Two more waves of aliens will come through the Forward Access Tunnel. Bradford will urge you to go to them, but it&#039;s likely a better idea to keep your troops covering the MEC Bay, since it&#039;s very defensible. The aliens will eventually come to you.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=100px perrow=5&amp;gt;&lt;br /&gt;
File:Base Defense 3 (EU2012).png|The Skyranger gets sabotaged&lt;br /&gt;
File:Base Defense 2 (EU2012).png|Bradford about to shoot a mind controlled XCOM technician&lt;br /&gt;
File:Command Center (EU2012).png|Command Center and Rear Guard Station&lt;br /&gt;
File:MEC Bay (EU2012).png|MEC Bay&lt;br /&gt;
File:Forward Access Tunnel (EU2012).png|Forward Access Tunnel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Missions (EU2012)]]&lt;br /&gt;
[[Category:Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_Base_Defense_(EU2012)&amp;diff=55298</id>
		<title>XCOM Base Defense (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_Base_Defense_(EU2012)&amp;diff=55298"/>
		<updated>2014-01-21T19:45:57Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Mission Objectives }}&lt;br /&gt;
[[File:XCOM Base Defense Mission Screen (EU2012).png|200px|right]]&lt;br /&gt;
The invaders have infiltrated XCOM in unknown numbers. Limited reinforcements, including XCOM Base Security personnel, are available. Failure will mean the end of XCOM.&lt;br /&gt;
*Defend our base by all necessary means&lt;br /&gt;
*If all soldiers in the combat area are killed, XCOM HQ will fall&lt;br /&gt;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*This mission is always called: &#039;&#039;&#039;Operation Ashes and Temples&#039;&#039;&#039;. &lt;br /&gt;
*The Aliens can now attack the [[XCOM HQ (EU2012)|XCOM HQ]] once during a game, resulting on a Base Defense mission against the aliens.&lt;br /&gt;
*Base Defense always takes place 2-3 weeks after you&#039;ve assaulted the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]].&lt;br /&gt;
*While you&#039;re scanning for activity the Hologlobe on [[Mission Control (EU2012)|Mission Control]] will start to flicker and there will be a cinematic showing sections of the XCOM HQ exploding or being attacked by mind controlled XCOM personnel. Afterwards [[Bradford (EU2012)|Bradford]] will inform you that alien intruders have been detected and you&#039;ll need to defend HQ&#039;s Delta Section.&lt;br /&gt;
*You&#039;ll start with some veteran soldiers and base security personnel (a.k.a. Blueshirts). Delta section has been cut off and you&#039;ll have to defend it from the aliens. The aliens will attack in waves.&lt;br /&gt;
**The soldiers you get will always be your highest ranked ones. If you have more than one soldier eligible at each rank they will be picked at random (i.e. if you have 4 Colonels and 4 Majors, you&#039;ll get the 4 Colonels and a random 2 Majors).&lt;br /&gt;
*If you lose the mission you&#039;ll lose the game.&lt;br /&gt;
**You can restart the mission if you lose with new RNG seed, this works too with Ironman enabled.&lt;br /&gt;
*Your combat soldiers will be equipped with what they have at the moment in the Barracks and the base security will have [[Assault Rifle (EU2012)|Assault Rifles]] and [[Frag Grenade (EU2012)|Frag Grenades]].&lt;br /&gt;
**Keeping your highest ranked soldiers equipped is one of the most crucial things you can do to make this mission easier.&lt;br /&gt;
* You&#039;ll get 3 waves of reinforcements each time Bradford informs you that they&#039;ve managed to reopen the security door.&lt;br /&gt;
**Each time you receive reinforcements you&#039;ll get 1 of your combat soldiers, plus 0-2 Blueshirts.&lt;br /&gt;
*The Blueshirts will have -1 HP and -10 Will than a Rookie.&lt;br /&gt;
**If you get [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]], the base security personnel will have 2 grenades instead of one. &lt;br /&gt;
**Although Base Security personnel may earn promotions during the mission, you won&#039;t get to keep them as soldiers.&lt;br /&gt;
*Delta Section has a rectangular design, consisting of 4 linked sections: Rear Guard Station, Command Center, MEC Bay and Forward Access Tunnel.&lt;br /&gt;
*At the end of the mission Bradford will comment that &amp;quot;we still need to find how this was possible&amp;quot;, although you&#039;ll need to play the [[Progeny (EU2012)|Progeny]] campaign to learn about it. &lt;br /&gt;
*Depending on game progression, the [[Ethereal (EU2012)|Ethereal]] may be introduced in this mission&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
*Expect to be fighting 30+ aliens during the whole mission. You&#039;ll face a mix of all types of aliens. &lt;br /&gt;
**Naturally, composition will reflect current campaign progress.&lt;br /&gt;
*There are no penalties for demolishing the XCOM HQ, so feel free to use explosives.&lt;br /&gt;
*Blueshirts have terrible aim and damage with their conventional weapons, but their grenades are very helpful for softening up enemies and removing their cover so your soldiers can get good hits.&lt;br /&gt;
*Try to get a killing blow with a Blueshirt for the All Hands on Deck [[Achievements (EU2012)|achievement]], if you&#039;re playing to get them. &lt;br /&gt;
*Blueshirts don&#039;t last beyond the end of the mission, so feel free to use them as disposable scouts. You can absorb [[Overwatch (EU2012)|Overwatch]] fire with them, and try to get psionic enemies to waste their Mind Controls on them, at which point you can kill them. Try not to let [[Chryssalid (EU2012)|Chryssalids]] zombify them though. If one of your soldiers is in trouble, you can move a Blueshirt out of cover to try to present a more tempting target.&lt;br /&gt;
*Falling dirt means that Aliens are about to drop in from the vents, so take a moment to look ahead and see if there&#039;s any falling dirt, as it&#039;ll give you a turn before they drop, as Bradford may not warn you until &#039;&#039;their&#039;&#039; turn.&lt;br /&gt;
&lt;br /&gt;
*The first wave will drop directly in to the Command Center where your troops start, with some dropping in the Rear Guard Station and a few in the MEC Bay.&lt;br /&gt;
**Try to get your soldiers on Overwatch on the elevated platforms in the Command Center for the bonus accuracy from high ground.&lt;br /&gt;
**This is probably the most dangerous part of the mission. If you fail to take out the most dangerous aliens on the turn they drop in then they&#039;re almost guaranteed to get flanking shots or melee attacks in such an enclosed space.&lt;br /&gt;
*A large group of flying units will arrive at the Rear Guard Station. Most will fly in to the Command Center, but some may get &amp;quot;lost&amp;quot; and you&#039;ll have to go out and get them.&lt;br /&gt;
*After that more units will drop in to the MEC bay.&lt;br /&gt;
**Try to move some troops out early on to the elevated platforms overseeing the MEC Bay, you&#039;ll get excellent shots from the high ground.&lt;br /&gt;
**If you&#039;re still fighting the flyers when the new wave drops in then you may be better off pressing in to the Rear Guard Station to buy time and then fighting the new enemies from across the Command Center.&lt;br /&gt;
*Two more waves of aliens will come through the Forward Access Tunnel. Bradford will urge you to go to them, but it&#039;s likely a better idea to keep your troops covering the MEC Bay, since it&#039;s very defensible. The aliens will eventually come to you.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=100px perrow=5&amp;gt;&lt;br /&gt;
File:Base Defense 3 (EU2012).png|The Skyranger gets sabotaged&lt;br /&gt;
File:Base Defense 2 (EU2012).png|Bradford about to shoot a mind controlled XCOM technician&lt;br /&gt;
File:Command Center (EU2012).png|Command Center and Rear Guard Station&lt;br /&gt;
File:MEC Bay (EU2012).png|MEC Bay&lt;br /&gt;
File:Forward Access Tunnel (EU2012).png|Forward Access Tunnel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Missions (EU2012)]]&lt;br /&gt;
[[Category:Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(EU2012)&amp;diff=55293</id>
		<title>Damage (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(EU2012)&amp;diff=55293"/>
		<updated>2014-01-21T09:54:51Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Damage System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damage Function==&lt;br /&gt;
&lt;br /&gt;
Damage is defined through the following function in XGItemCards class, XComGame.upk file: &lt;br /&gt;
&lt;br /&gt;
 	{&lt;br /&gt;
 		kItemCard.m_iBaseDamage = kWeapon.iDamage;&lt;br /&gt;
 		kItemCard.m_iBaseDamageMax = -1;&lt;br /&gt;
 		kItemCard.m_iBaseCritChance = -1;&lt;br /&gt;
 		kItemCard.m_iCritDamage = -1;&lt;br /&gt;
 		kItemCard.m_iCritDamageMax = -1;&lt;br /&gt;
  	}&lt;br /&gt;
  	// End:0x471&lt;br /&gt;
 	else&lt;br /&gt;
 	{&lt;br /&gt;
 		minDamage = int(FMax(1.00, float(kWeapon.iDamage - 1)));&lt;br /&gt;
 		maxDamage = int(FMax(1.00, float(kWeapon.iDamage + 1)));&lt;br /&gt;
 		kItemCard.m_iBaseDamage = minDamage;&lt;br /&gt;
 		kItemCard.m_iBaseDamageMax = maxDamage;&lt;br /&gt;
 		kItemCard.m_iBaseCritChance = kWeapon.iCritical;&lt;br /&gt;
 		minCrit = int(FMax(1.00, float(int(float(maxDamage) * 1.50) - 1)));&lt;br /&gt;
 		maxCrit = int(FMax(1.00, float(int(float(maxDamage) * 1.50) + 1)));&lt;br /&gt;
 		kItemCard.m_iCritDamage = minCrit;&lt;br /&gt;
 		kItemCard.m_iCritDamageMax = maxCrit;&lt;br /&gt;
 	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage System==&lt;br /&gt;
* Regarding the different numbers seen in the Armory info and the actual game values, it seems that the Base &#039;&#039;&#039;Damage&#039;&#039;&#039; range can vary, i.e. a weapon listed with a 9 damage can vary between 8 and 10 and you see the Maximum Damage listed onscreen during the game before firing.&lt;br /&gt;
* If the shot is a hit the game will then check to see its Critical Chance. &lt;br /&gt;
* If the Critical Chance roll is successful, the game will then calculate the Critical Damage.&lt;br /&gt;
* In addition, there are also specific Class perks that can increase Damage (both Base and Crit), such as:&lt;br /&gt;
** &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Sniper) +2/4/6 Damage to Sniper Rifle, depending on weapon tech value&lt;br /&gt;
** &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; (Sniper) +2 Damage to pistols&lt;br /&gt;
** &#039;&#039;&#039;Shredder&#039;&#039;&#039; (Heavy) +33% Damage from all sources to the target&lt;br /&gt;
** &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; (Heavy) +100% Damage against robotic enemies(has been lowered to 50% damage in Enemy Within)&lt;br /&gt;
** &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Heavy) +1 to +3 Damage, depending on the weapon tech level&lt;br /&gt;
** &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; +1 to +5 bonus Critical Damage, depending on the number of enemies&lt;br /&gt;
** &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; +50% Critical Damage&lt;br /&gt;
* Damage is rounded down.&lt;br /&gt;
** For example rocket to shredded target will do 6*1.33=7.98 -&amp;gt; 7 damage, and Mindfray to stimmed target will do 5*0.5 = 2.5 -&amp;gt; 2 damage.&lt;br /&gt;
* There seems to be a Damage cap (at least for explosives) - Rocket Launchers will deal 16 max damage using HEAT and Mayhem, regardless of using Shredder rockets or not.&lt;br /&gt;
&lt;br /&gt;
==Critical Damage==&lt;br /&gt;
The game code that calculates Critical Damage is: &lt;br /&gt;
 if(bCritical)&lt;br /&gt;
 {&lt;br /&gt;
 	iDamage += 1;&lt;br /&gt;
  	iDamage = int(float(iDamage) * 1.50);&lt;br /&gt;
 	iDamage += class&#039;XComEngine&#039;.static.SyncRand(3, string(Name) @ string(GetStateName()) @ string(GetFuncName())) - 1;&lt;br /&gt;
 	return iDamage;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* Critical Damage is simply calculated by increasing the iDamage (Base Damage) roll by a factor of 1.5 before applying the bonuses/penalties from abilities/perks. &lt;br /&gt;
* The range for the actual iDamage seems to be a random roll with a range of -1 to apparently the integer that precedes the Critical Damage value. Thus, Base Damage from an Assault Rifle can vary between 3 and 4 while with a Plasma Sniper Rifle it can vary between 8 and 12. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage &lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pistol&amp;lt;br&amp;gt;Pistol (III)&amp;lt;br&amp;gt;&#039;&#039;Laser Pistol&#039;&#039; || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pistol&amp;lt;br&amp;gt;Pistol (III)&amp;lt;br&amp;gt;Assault Rifle&amp;lt;br&amp;gt;&#039;&#039;Laser Pistol&amp;lt;br&amp;gt;Laser Pistol (III)&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pistol (III)&amp;lt;br&amp;gt;Assault Rifle&amp;lt;br&amp;gt;LMG&amp;lt;br&amp;gt;Sniper Rifle&amp;lt;br&amp;gt;Shotgun&amp;lt;br&amp;gt;&#039;&#039;Laser Pistol&amp;lt;br&amp;gt;Laser Pistol (III)&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Pistol&amp;lt;br&amp;gt;Plasma Pistol (III)&#039;&#039;&#039;&amp;lt;br&amp;gt; || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 4 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Assault Rifle&amp;lt;br&amp;gt;LMG&amp;lt;br&amp;gt;Sniper Rifle&amp;lt;br&amp;gt;Shotgun&amp;lt;br&amp;gt;&#039;&#039;Laser Pistol (III)&amp;lt;br&amp;gt;Laser Rifle&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Pistol&amp;lt;br&amp;gt;Plasma Pistol (III)&amp;lt;br&amp;gt;Plasma Light Rifle|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LMG&amp;lt;br&amp;gt;Sniper Rifle&amp;lt;br&amp;gt;Shotgun&amp;lt;br&amp;gt;&#039;&#039;Laser Rifle&amp;lt;br&amp;gt;Heavy Laser&amp;lt;br&amp;gt;Laser Sniper Rifle&amp;lt;br&amp;gt;Laser Scatter&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Pistol (III)&amp;lt;br&amp;gt;Plasma Light Rifle&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 7 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Laser Rifle&amp;lt;br&amp;gt;Heavy Laser&amp;lt;br&amp;gt;Laser Sniper Rifle&amp;lt;br&amp;gt;Laser Scatter&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Light Rifle&amp;lt;br&amp;gt;Plasma Rifle&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Heavy Laser&amp;lt;br&amp;gt;Laser Sniper Rifle&amp;lt;br&amp;gt;Laser Scatter&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Rifle&amp;lt;br&amp;gt;Heavy Plasma&amp;lt;br&amp;gt;Plasma Sniper Rifle&amp;lt;br&amp;gt;Alloy Cannon&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | 12 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Plasma&amp;lt;br&amp;gt;Plasma Sniper Rifle&amp;lt;br&amp;gt;Alloy Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Plasma&amp;lt;br&amp;gt;Plasma Sniper Rifle&amp;lt;br&amp;gt;Alloy Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 15 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Damage can vary between -1 and +1 of the value listed on the Armory. Maximum damage is listed during missions.&lt;br /&gt;
* The results for the other perks can be deduced from this table by calculating the corresponding additions, i.e. Gunslinger will add +2 to Pistol iDamage, Bring &#039;Em On will also add a variable number, while Shredder will add 33% to the end Damage value.&lt;br /&gt;
* Headshot adds +2/4/6 damage to Sniper Rifle shots, depending on its tech level.&lt;br /&gt;
&lt;br /&gt;
==Weapons Kill Table==&lt;br /&gt;
* Based on the above model, the tables below indicate how many shots (Base or Critical) are usually required to take down the aliens. &lt;br /&gt;
* BASE = alien can be killed with 1 shot dealing average (non-critical) damage&lt;br /&gt;
* CRIT = alien requires either 2 base shots or 1 critical hit with close to maximum critical damage. &lt;br /&gt;
&lt;br /&gt;
===Classic===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Max Damage !! Critical Chance !! Tier 1 (3-7 HP)!! Tier 2 (8-13 HP) !! Tier 3 (14+ HP)&lt;br /&gt;
|- &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 0-2 || align=&amp;quot;center&amp;quot; | 0-1 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol (III)]]&amp;lt;br&amp;gt;[[Laser Pistol (EU2012)|Laser Pistol]]|| align=&amp;quot;center&amp;quot; | 1-3 || align=&amp;quot;center&amp;quot; |0-1 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | CRIT || align=&amp;quot;center&amp;quot; | CRIT|| align=&amp;quot;center&amp;quot; | CRIT &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol (III)]]&amp;lt;br&amp;gt;[[Plasma Pistol (EU2012)|Plasma Pistol]]&amp;lt;br&amp;gt;[[Assault Rifle (EU2012)|Assault Rifle]] || align=&amp;quot;center&amp;quot; | 2-4 || align=&amp;quot;center&amp;quot; | 1-2 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;10 || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | CRIT || align=&amp;quot;center&amp;quot; | CRIT &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol (III)]]&amp;lt;br&amp;gt;[[LMG (EU2012)|LMG]]&amp;lt;br&amp;gt;[[Sniper Rifle (EU2012)|Sniper Rifle]]&amp;lt;br&amp;gt;[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 1-2 || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 20&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;25&amp;lt;br&amp;gt;20|| align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]&amp;lt;br&amp;gt;[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 4-6  || align=&amp;quot;center&amp;quot; | 2-3  || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; |  CRIT &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]&amp;lt;br&amp;gt;[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&amp;lt;br&amp;gt;[[Scatter Laser (EU2012)|Scatter Laser]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 2-3  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 10&amp;lt;br&amp;gt;30&amp;lt;br&amp;gt;20 || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 6-8  || align=&amp;quot;center&amp;quot; | 3-4 || align=&amp;quot;center&amp;quot; | 12 || align=&amp;quot;center&amp;quot; | 12 || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]&amp;lt;br&amp;gt;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&amp;lt;br&amp;gt;[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 4-5  || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 10&amp;lt;br&amp;gt;35&amp;lt;br&amp;gt;20  || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Back To ==&lt;br /&gt;
* [[Gameplay_Mechanics_(EU2012)|Gameplay Mechanics]]&lt;br /&gt;
* [[Enemy_Unknown_(EU2012)| Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Gameplay Mechanics (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=55285</id>
		<title>Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=55285"/>
		<updated>2014-01-20T20:14:07Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]&lt;br /&gt;
[[Image:Lab.jpg|thumb|right|300px|The Main Laboratory.]]&lt;br /&gt;
&#039;&#039;Research is the core of [[XCOM (EU2012)|XCOM]], we must learn more about the enemy and how we can defeat them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Vahlen===&lt;br /&gt;
Dr. [[Vahlen (EU2012)|Vahlen]] is the Chief Scientist at the [[XCOM Headquarters (EU2012)|XCOM base]]. She will notify the Commander of any scientific breakthroughs achieved in Research, as well as providing scientific advice during combat [[Missions (EU2012)|missions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Laboratories == &lt;br /&gt;
For information on the structure, see [[Laboratory (EU2012)|Laboratory]].&lt;br /&gt;
&lt;br /&gt;
=== Scientists ===&lt;br /&gt;
Scientists are the main driving force of research and progression, and are necessary to reduce rather significant research times of vital projects. While not extremely important to most, it would be a mistake to scoff at obtaining them. It is important to note that projects are not restricted to a set minimum of scientists. The five initial scientists will be able to research every project throughout the game, albeit at a very slow pace. Going from five to ten scientists will halve the time required for any research project, and going from 10 to 20 will half that again. Going from a 24 day project with five, to a 12 day with 10, and a 6 day with 20, and so forth. It is important to remember that while stacking scientists is very attractive with the significant research time reductions, one will run dry on [[Weapon Fragments (EU2012)|Weapon Fragments]], and not have enough engineers to even produce the products.&lt;br /&gt;
&lt;br /&gt;
=== Research Point Cost ===&lt;br /&gt;
Research time is based upon a system of points in which one scientist generates one point per day of work until the required total is reached. Research credits reduce the total point requirement by amounts specified below. Researching [[Beam Weapons (EU2012)|Beam Weapons]] (120 Points) with the stock 5 scientists will take a total of 24 days. This is reduced to 12 days (60 Points) after the Beam Weapons Credit is obtained. Moving from 5 to 10 scientists will reduce the initial 24 day research time to 12 days, and adding the credit brings it to 6 days. It will take 6 days for 10 scientists to generate the 60 points required to complete research. Research points are not carried over between projects, but the points accumulated will remain if a project is changed before completion. For example, leaving Weapon Fragments with 35 of 40 points will keep it at that even if a separate research project is started and completed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research Formula: (P*R*L)-(S*D)=T&#039;&#039;&#039;&lt;br /&gt;
**P = Point Cost (see listed numbers)&lt;br /&gt;
**R = applicable research credits (.5 for the direct research class, i.e. [[Interrogate Sectoid (EU2012)|Sectoid Interrogation]] for Beam Weapons, and, for example, the [[Interrogate Ethereal (EU2012)|Ethereal Interrogation]]&#039;s &amp;quot;everything&amp;quot; bonus is another halving, making it .25)&lt;br /&gt;
**L = Laboratory Bonus, found by number of laboratories and Adjacency bonus total (apparently cumulative, i.e.: 2 adjacent labs: 20%+20%+10%= 50% reduction in all research projects)&lt;br /&gt;
**S = # of scientists&lt;br /&gt;
**D = Days spent researching&lt;br /&gt;
**T = Time remaining&lt;br /&gt;
&lt;br /&gt;
The first half of the formula is the Point Requirement. In the game&#039;s coding, this is calculated separately from the variable that holds how many research points have gone into it. See Notes for full explanation.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*[[Blaster Launcher (EU2012)|Guided Fusion Launcher]] = 400 pts&lt;br /&gt;
*[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]] (presumably .75 instead of .5, according to Research Credit chart below) and [[Interrogate Ethereal (EU2012)|Ethereal interrogated]] = .375&lt;br /&gt;
*2 Adjacent labs = 50%&lt;br /&gt;
*25 Scientists&lt;br /&gt;
*3 days&lt;br /&gt;
* Total: (400*.375*.5)-(25*3) = 75-75, which means completion in two days.&lt;br /&gt;
&lt;br /&gt;
Or, of course, Dr. [[Vahlen (EU2012)|Vahlen]] can simply tell you how many days for completion.&lt;br /&gt;
&lt;br /&gt;
==Projects ==&lt;br /&gt;
Research projects have a description, material prerequisites, credit cost, research points needed, results and what it allows. Each project will also have a [[Research Codenames (EU2012)|Codename]] related to its topic. Some projects also unlock [[Storyline (EU2012)|Storyline]] objectives required to progress in the game. &lt;br /&gt;
&lt;br /&gt;
===Starting Projects===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Xeno-Biology Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Xeno-Biology_(EU2012)|Xeno-Biology]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Mobius&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;It is crucial that we gain a thorough understanding of the alien physiology in order to develop weapons and tactics better suited to combating them.&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 4 [[Sectoid Corpse (EU2012)|Sectoid Corpse]]s || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Alien Alloys (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Alloys (EU2012)|Alien Materials]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Looking Glass&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The aliens appear to be using materials that are lighter and stronger than anything we&#039;ve ever seen. A cursory examination has already given us ideas for ways to improve the soldiers&#039; current body armor, but more research is required.&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental_Warfare (EU2012)|Experimental Warfare]], [[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Weapon Fragments Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Weapon Fragments (EU2012)|Weapon Fragments]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Sagaris&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far.  Further study could lead to advances in our own weapons development programs.&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]], [[Beam Weapons (EU2012)|Beam Weapons]], Plasma Weaponry &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.C.O.P.E. Upgrade |S.C.O.P.E. Upgrade]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Arc Thrower Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Arc Thrower (EU2012)|Arc Thrower]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Spark&#039;&#039;  || align=&amp;quot;center&amp;quot; | &#039;&#039;With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it.  If our troops could capture an alien alive, perhaps we could interrogate it.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Xeno-Biology (EU2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | 10 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;:[[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Experimental Warfare Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Experimental Warfare (EU2012)|Experimental Warfare]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Skunk Works&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although our understanding of the alien technology is still limited, what we&#039;ve seen so far is enough to revolutionize combat as we know it.  If we are to level the playing field, we must adapt the alien technology for our own use.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Materials (EU2012)|Alien Materials]] or [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 60 Points ||  align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Foundry (EU2012)|The Foundry]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Phoenix Cannon (EU2012)|Phoenix Cannon]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;:[[Foundry (EU2012)#Alien Grenades|Alien Grenades]], [[Foundry (EU2012)#Improved Pistol I|Improved Pistol I]] and [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|HWP]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Flashbang Grenade (EU2012)|Flashbang Grenade]], [[Reaper Rounds (EU2012)|Reaper Rounds]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Beam Weapons Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Beam Weapons (EU2012)|Beam Weapons]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Sunray&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our research into alien weapon fragments led to the idea of portable laser weaponry.  Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: Alien Alloys and &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]]|| align=&amp;quot;center&amp;quot; | 5 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt;10 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 120 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Laser Pistol (EU2012)|Laser Pistol]], [[Laser Rifle (EU2012)|Laser Rifle]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Precision Lasers (EU2012)|Precision Lasers]], [[Heavy Lasers (EU2012)|Heavy Lasers]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Pistol II|Improved Pistol II]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Precision Lasers Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Precision Lasers (EU2012)|Precision Lasers]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Lightwire&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can&#039;t recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]] || align=&amp;quot;center&amp;quot; | 5 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br/&amp;gt;5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 160 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]], [[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Lasers Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Heavy Lasers (EU2012)|Heavy Lasers]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Penumbra&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]] || align=&amp;quot;center&amp;quot; | 5 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br/&amp;gt;5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 160 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Heavy Laser (EU2012)|Heavy Laser]], [[Laser Cannon (EU2012)|Laser Cannon]], [[Railgun (EU2012)|Railgun]]&amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Laser|S.H.I.V. Laser]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Plasma Pistol Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Pistol (EU2012)|Plasma Pistol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Jacamar&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it&#039;s quite possible we could create a version suited for our own soldiers.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 5 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;1 Plasma Pistol&amp;lt;br/&amp;gt;40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Pistol III|Improved Pistol III]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Light Plasma Rifle Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Corvid&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] || align=&amp;quot;center&amp;quot; | 5 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;1 Light Plasma Rifle&amp;lt;br/&amp;gt;40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]], [[Plasma Cannon (EU2012)|Plasma Cannon]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Plasma Rifle Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Kestral&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] &amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]], [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]], [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Plasma Sniper Rifle Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Osprey&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our continued research into the alien&#039;s plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 50 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Plasma Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Heavy Plasma (EU2012)|Heavy Plasma]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Kingfisher&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Despite a number of impressive advances, we are still in awe of the alien&#039;s mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts.&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]], [[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;br /&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Plasma|S.H.I.V. Plasma]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Alloy Cannon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alloy Cannon (EU2012)|Alloy Cannon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Avocet&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The density of the alien alloys we&#039;ve been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we&#039;ve devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge.&#039;&#039;  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; | 5 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 25 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Plasma Cannon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Snapdragon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; |  10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 30 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 200 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[EMP Cannon (EU2012)|EMP Cannon]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Cannon (EU2012)|Plasma Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:EMP Cannon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[EMP Cannon (EU2012)|EMP Cannon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Ion&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, while also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] and [[Elerium (EU2012)|Elerium]] and [[Plasma Cannon (EU2012)|Plasma Cannon]]|| align=&amp;quot;center&amp;quot; | 20 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 400 Points ||  &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[EMP Cannon (EU2012)|EMP Cannon]] &amp;lt;br /&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Repair|S.H.I.V. Repair]] &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Fusion Lance Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fusion Lance (EU2012)|Fusion Lance]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Godfinger&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Fusion Core(EU2012)|Fusion Core]] || align=&amp;quot;center&amp;quot; | 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 50 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points  ||align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Fusion Lance (EU2012)|Fusion Lance]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Guided Fusion Launcher Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Blaster Launcher (EU2012)|Guided Fusion Launcher]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Tunguska&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Using what we&#039;ve learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Fusion Core(EU2012)|Fusion Core]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 20 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 75 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 400 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Armor (EU2012)|Armor]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Carapace Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Carapace Armor (EU2012)|Carapace Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Thorax&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor.  Our early tests are very encouraging.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Alloys (EU2012)|Alien Materials]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Alien Alloys (EU2012)|Alien Alloys]] || align=&amp;quot;center&amp;quot; | 10 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | 140 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Carapace Armor (EU2012)|Carapace Armor]], [[S.H.I.V. (EU2012)|Alloy S.H.I.V.]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Skeleton Suit (EU2012)|Skeleton Suit]], [[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Skeleton Suit Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Skeleton Suit (EU2012)|Skeleton Suit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rictus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we&#039;ve been prototyping.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Carapace Armor (EU2012)|Carapace Armor]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | 200 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Titan Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Titan Armor (EU2012)|Titan Armor]] &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Golem&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Carapace Armor (EU2012)|Carapace Armor]], [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 5 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 400 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Ghost Armor (EU2012)|Ghost Armor]], [[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Ghost Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ghost Armor (EU2012)|Ghost Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Nightshade&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Based on our continued study of the hyperwave &amp;quot;phasing&amp;quot; phenomena we&#039;ve witnessed in the labs, we believe it should be possible to develop an armor kit mirroring these unusual properties. If successful, anyone wearing this suit would be extremely difficult to detect.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]], [[Hyperwave Relay (EU2012)|Hyperwave Communication]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 15 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Archangel Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Archangel Armor (EU2012)|Archangel Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Icarus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With our unique access to the aliens super-efficient power systems, we believe it should be possible to fabricate a suit of armor that permits sustained flight on the battlefield.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]], [[New Fighter Craft (EU2012)|New Fighter Craft]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 15 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Archangel Armor (EU2012)|Archangel Armor]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Flight|Advanced Flight]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Psi Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psi Armor (EU2012)|Psi Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Witchwood&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Analysis of the Psionic alien&#039;s implants indicates that we might be able to integrate these components into an armor kit... although this would be of no use to a soldier without psionic potential, it could greatly improve the abilities of those who do show promise in this area.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Psi Lab (EU2012)|Psi Lab]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Psi Link (EU2012)|Ethereal Device]] || align=&amp;quot;center&amp;quot; | 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 10 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 300 points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[UFOs (EU2012)|UFO]] Technology===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Alien Nav Computer Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Lighthouse&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module.  Further study may lead to improvements in our ability to detect incoming UFOs.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[UFO Flight Computer (EU2012)|UFO Flight Computer]] || align=&amp;quot;center&amp;quot; | 2 UFO Flight Computers || align=&amp;quot;center&amp;quot; | 100 Points || &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Satellite Nexus (EU2012)|Satellite Nexus]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UFO Power Source Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[UFO Power Source (EU2012)|UFO Power Source]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Waterfall&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With the element known as &amp;quot;Elerium&amp;quot; housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]] || align=&amp;quot;center&amp;quot; | 1 UFO Power Source || align=&amp;quot;center&amp;quot; | 140 Points || &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Elerium Generator (EU2012)|Elerium Power Generator]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Firestorm (EU2012)|New Fighter Craft]], [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Elerium Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Elerium (EU2012)|Elerium]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;E-115&#039;&#039; || align=&amp;quot;center&amp;quot; |&#039;&#039; Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 140 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]], [[EMP Cannon (EU2012)|EMP Cannon]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:New Fighter Craft Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[New Fighter Craft (EU2012)|New Fighter Craft]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Skylance&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own.&#039;&#039;  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]] and [[UFO Power Source (EU2012)|UFO Power Source]]  || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 75 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Firestorm_(EU2012)|Firestorm]], [[S.H.I.V. (EU2012)|Hover S.H.I.V.]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Archangel Armor (EU2012)|Archangel Armor]], [[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autopsies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Sectoid Autopsy (EU2012)|Sectoid Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Roswell&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We&#039;re detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind?&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Sectoid Corpse (EU2012)|Sectoid Corpse]] || align=&amp;quot;center&amp;quot; | 1 Sectoid Corpse || align=&amp;quot;center&amp;quot; | 40 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Thin Man Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Viperus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm.  However, the question remains, how were the aliens able to physically modify this species to achieve this goal?&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Thin Man Corpse (EU2012)|Thin Man Corpse]] || align=&amp;quot;center&amp;quot; | 1 Thin Man Corpse || align=&amp;quot;center&amp;quot; | 40 Points   || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Medikit|Improved Medikit]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Gas Grenade (EU2012)|Gas Grenade]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Floater Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Floater Autopsy (EU2012)|Floater Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Crimson Cape&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Floater Corpse (EU2012)|Floater Corpse]] || align=&amp;quot;center&amp;quot; | 1 Floater  Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Defense Matrix (Dodge) (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Muton Autopsy (EU2012)|Muton Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Nero&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Muton Corpse (EU2012)|Muton Corpse]] || align=&amp;quot;center&amp;quot; | 1 Muton Corpse || align=&amp;quot;center&amp;quot; | 40 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Chryssalid Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Ridley&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Chryssalid Corpse (EU2012)|Chryssalid Corpse]] || align=&amp;quot;center&amp;quot; | 1 Chryssalid Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Chitin Plating (EU2012)|Chitin Plating]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Needle Grenade (EU2012)|Needle Grenade]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Drone Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Drone Autopsy (EU2012)|Drone Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Arachnid&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This small robot appears to fill some sort of support role. We might be able to interface with its circuitry... and possibly subvert it in the field.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Drone Wreck (EU2012)|Drone Wreck]] || align=&amp;quot;center&amp;quot; | 1 Drone Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Drone Capture|Drone Capture]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Cyberdisc Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Enigma&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;On the surface this object appears to be purely robotic in nature, but we still suspect there may be an organic component lurking within.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]] || align=&amp;quot;center&amp;quot; | 1 Cyberdisc Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Commander Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rosetta&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The enlarged central nervous system and supplementary neural implants found in this Sectoid variant suggests capabilities unlike anything we&#039;ve previously encountered.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]] || align=&amp;quot;center&amp;quot; | 1 Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Psionic Lab (EU2012)| Psionic Lab]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Mimic Beacon (EU2012)|Mimic Beacon]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Berserker Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Berserker Autopsy (EU2012)|Berserker Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Anaconda&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The body of this creature still remains warm to the touch several hours after being terminated. A chemical analysis of the alien&#039;s tissue will likely provide insights into this strange phenomenon.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Berserker Corpse (EU2012)|Berserker Corpse]] || align=&amp;quot;center&amp;quot; | 1 Berserker Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Combat Stims (EU2012)|Combat Stims]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Neural Damping|Neural Damping]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Floater Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Montezuma&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This horrifying machine-flesh hybrid suggests the invaders are willing to stop at little, or nothing, to achieve their goals.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]] || align=&amp;quot;center&amp;quot; | 1 Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Repair|Advanced Repair]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Elite Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Imperial&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;As if its heightened muscle density, hardened skin, and redundant organs weren&#039;t enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Muton Elite Corpse (EU2012)|Muton Elite Corpse]] || align=&amp;quot;center&amp;quot; | 1 Muton Elite Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectopod Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Halcyon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Sectopod Wreck (EU2012)|Sectopod Wreck]] || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Construction|Advanced Construction]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Ethereal Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Aether&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This alien appears physically weak, even frail... but appearances can be deceiving.  It is a remarkably hardy specimen, with a brain chemistry and structure utterly unknown to our science.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Ethereal Corpse (EU2012)|Ethereal Corpse]] || align=&amp;quot;center&amp;quot; | 1 Ethereal Corpse || align=&amp;quot;center&amp;quot; | 120 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Mind Shield (EU2012)|Mind Shield]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interrogations ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Sectoid (EU2012)|Interrogate Sectoid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Roanoke&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Beam Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Thin Man Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Masquerade&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Thin Man (EU2012)|Thin Man]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: UFO Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Floater Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Floater (EU2012)|Interrogate Floater]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Goalpost&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Basic Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Muton (EU2012)|Interrogate Muton]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Tempest&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Commander Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Voynich&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This captive is clearly a rare and dangerous specimen. We&#039;ve already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | 120 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Psionic Lab (EU2012)| Psionic Lab]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Psionics&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Berserker Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Berserker (EU2012)|Interrogate Berserker]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rubicon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;It&#039;s going to take our most powerful sedatives to keep this captive under control... but I feel it&#039;s worth the risk, as we may glean valuable intel from a successful interrogation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Berserker (EU2012)|Berserker]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: All Armor &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Floater Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Heavy Floater (EU2012)|Interrogate Heavy Floater]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Dreadnaught&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Heavy Floater (EU2012)|Heavy Floater]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Flight Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Elite Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Muton Elite (EU2012)|Interrogate Muton Elite]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Gomorrah&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;I&#039;m amazed we were able to capture one of the master aliens&#039; bodyguards alive... It probably has a broad understanding of the invaders&#039; weapon systems and tactics.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Muton Elite (EU2012)|Muton Elite]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Weapons Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Ethereal Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Ethereal (EU2012)|Interrogate Ethereal]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rosetta&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We know this captive is harboring an incredible pool of psionic energy, a fact that is not lost on our staff, who are quite concerned about working in close proximity to the creature.  In any case, we have no choice but to conduct a thorough interrogation of the subject if we hope to learn anything of value from it.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 200 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Mind Shield (EU2012)|Mind Shield]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: All Technology&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Storyline (EU2012)|Storyline]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Outsider Shard Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Outsider Shard (EU2012)|Outsider Shard]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Novato&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This shard is all that is left of the Outsider alien after it was stunned. Based on our interrogation of the alien captive, we know that the Outsiders are the key to finding their base. We should begin research on this item immediately.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: Alien Interrogation and &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Outsider Shard (EU2012)|Outsider Shard]] || align=&amp;quot;center&amp;quot; | 1 Outsider Shard || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Objective&#039;&#039;&#039;: Assault Enemy Base &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Skeleton Key (EU2012)|Skeleton Key]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Hyperwave Beacon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hyperwave Beacon (EU2012)|Hyperwave  Beacon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Tachyon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The beacon that we recovered from the alien base appears to send and receive transmissions using a spectrum of energy unlike anything found on Earth. I can only imagine what we&#039;ll find after further study.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Hyperwave Beacon (EU2012)|Hyperwave Beacon]] || align=&amp;quot;center&amp;quot; | 1 Hyperwave Beacon || align=&amp;quot;center&amp;quot; | 160 points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Hyperwave Relay (EU2012)| Hyperwave Relay]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Ethereal Device Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psi Link (EU2012)|Ethereal Device]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Skylight&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The device we recovered from the Ethereal craft may be the final piece of the puzzle... the key to their psionic connection... and to the ultimate source of their power.  With a better understanding of this technology, I believe we&#039;ll be on the brink of finding the source of this invasion.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Psi Link (EU2012)|Psi Link]] || align=&amp;quot;center&amp;quot; | 1 Ethereal Device || align=&amp;quot;center&amp;quot; | 160 points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Gollop Chamber (EU2012)| Gollop Chamber]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Meld Recombination (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Meld Recombination (EU2012)|Meld Recombination]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Purity&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The invaders appear to have deployed canisters of this strange substance in human-populated areas, perhaps as an experiment. It might also be a weapon of some kind. Further analysis could shed light on its potential dangers and applications.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Meld (EU2012)|Meld]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Genetics Lab (EU2012)|Genetics Lab]], [[Cybernetics Lab (EU2012)|Cybernetics Lab]], [[MEC-1 Warden (EU2012)|MEC-1 Warden]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Hyper Reactive Pupils|Hyper Reactive Pupils]], [[Gene Mods (EU2012)#Depth Perception|Depth Perception]], [[Gene Mods (EU2012)#Adaptive Bone Marrow|Adaptive Bone Marrow]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Seeker Autopsy (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Seeker Autopsy (EU2012)|Seeker Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Lovecraft&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This is one of the invaders&#039; most intricately engineered battlefield devices. The combination of concealment systems, artificial intelligence, and articulation on the appendages makes for a technological treasure trove.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Seeker Wreck (EU2012)|Seeker Wreck]] || align=&amp;quot;center&amp;quot; | 1 Seeker Wreck || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Ghost Grenade (EU2012)|Ghost Grenade]], [[Respirator Implant (EU2012)|Respirator Implant]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;:[[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Mechtoid Autopsy (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Goliath&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This robotic cybersuit is designed for a Sectoid pilot. It appears that the suit&#039;s cybernetics interfere somehow with the Sectoids&#039; innate mental powers. We should consider this if we decide to apply this type of technology to our own soldiers.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Mechtoid Core (EU2012)|Mechtoid Core]] || align=&amp;quot;center&amp;quot; | 1 Mechtoid Core || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]], [[Foundry (EU2012)#Shaped Armor|Shaped Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Research credits are obtained by interrogating live [[Alien Life Forms (EU2012)|aliens]]. Each one reduces the time to complete associated projects by 50%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+ Research Credits&lt;br /&gt;
|- &lt;br /&gt;
! Credit Name !! Description !! Applies to !! Interrogated Alien&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Beam Weapons Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Having successfully disabled the Sectoid alien without terminating it, we were presented with a unique opportunity to study an intact version of the weapon integrated into its forearm. Although we&#039;ve yet to devise a plasma weapon of our own, we believe aspects of this technology can also be applied to our existing laser-based prototypes. This should contribute to a reduction in the research and development time spent on these weapons.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]], [[Beam Weapons (EU2012)|Beam Weapons]], [[Precision Lasers (EU2012)|Precision Lasers]], [[Heavy Lasers (EU2012)|Heavy Lasers]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#S.C.O.P.E. Upgrade|S.C.O.P.E. Upgrade]], [[Foundry (EU2012)#S.H.I.V. Laser|S.H.I.V. Laser]], [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]], || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Plasma Weaponry Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;As the alien&#039;s front-line combat unit, the Muton has, as we expected, a complete understanding of the weapons systems employed by their forces. In particular, we&#039;ve learned a great deal about the advances in plasma technology developed by the aliens, and as a result, our own research in this field should be greatly expedited.&#039;&#039; ||  align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], [[Plasma Rifle (EU2012)|Plasma Rifle]], [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]], [[Plasma Cannon (EU2012)|Plasma Cannon]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Plasma|S.H.I.V. Plasma]] || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] or [[Muton Elite Corpse (EU2012)|Muton Elite Corpse]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Basic Armor Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic Armor Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although gruesome and seemingly hobbled together, the Floater does have significantly better armor plating than anything currently available to our forces. Having completed the interrogation process on the subject, we&#039;ve come to understand how this armor balances flexibility, weight, and damage reduction to suit the Floater&#039;s &amp;quot;unique&amp;quot; capabilities. With that in mind, we should be able to reduce the time to research initial armor prototypes.&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Alloys (EU2012)|Alien Materials]], [[Carapace Armor (EU2012)|Carapace Armor]], [[Skeleton Suit (EU2012)|Skeleton Suit]] || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Armor Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Armor Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Having devised a battery of physical tests for the Muton &amp;quot;Berserker&amp;quot; captured by our soldiers, we were able to observe how it moves and engages obstacles despite the heavy armor plating it carries. This was an important step in our understanding of how their armor responds to physical exertion, remaining flexible while also maintaining the protection it was designed for. By incorporating this new data into our own designs, we should see a reduction in the research time of all armor related projects.&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]], [[Ghost Armor (EU2012)|Ghost Armor]], [[Archangel Armor (EU2012)|Archangel Armor]], [[Psi Armor (EU2012)|Psi Armor]] || align=&amp;quot;center&amp;quot; | [[Berserker (EU2012)|Berserker]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UFO Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UFO Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;Although the &amp;quot;Thin Man&amp;quot; was among the most resistant to our interrogation attempts, we managed to uncover some interesting details. This species serves not only as an infiltration unit, but also as a sort of navigation specialist. It seems that the Thin Man is highly regarded among the aliens, and is indoctrinated with a wide variety of technical know-how as part of its &amp;quot;preparation&amp;quot; for deployment. Needless to say, the information gained from this subject should greatly reduce our research time as it corresponds to the UFO technology.&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]], &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]] || align=&amp;quot;center&amp;quot; |  [[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Psionics Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;Given the proper inducement, the Sectoid &amp;quot;Commander&amp;quot; provided several insights into how the aliens use Psionics for communications, and specifically how this ability is used to interact with the Hyperwave Beacon. Given the speculative nature of our exploration into this field, this information will surely prove invaluable in reducing our research times as we look to develop this power for our own uses.&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Psi Armor (EU2012)|Psi Armor]], [[Hyperwave Relay (EU2012)|Hyperwave Communication]], [[Psi Link (EU2012)|Ethereal Device]]|| align=&amp;quot;center&amp;quot; |[[Sectoid Commander (EU2012)|Sectoid Commander]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Weapons Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons Technology&#039;&#039;&#039;² || align=&amp;quot;center&amp;quot; |  &#039;&#039;The &amp;quot;veteran&amp;quot; Muton specimen we&#039;ve interrogated has revealed a number of intriguing details about some of the lesser-known weapon variants currently being deployed by the alien forces. This new information should provide a solid basis for our own development programs, reducing our research time on a variety of exotic weapons projects.&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: All Weapons, including Weapon Fragments &amp;lt;br/&amp;gt; &#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Pistol I|Improved Pistol I-III]], [[Foundry (EU2012)#S.H.I.V. Laser|S.H.I.V. Laser]], [[Foundry (EU2012)#S.H.I.V. Plasma|S.H.I.V. Plasma]], [[Foundry (EU2012)#Alien Grenade|Alien Grenade]], [[Foundry (EU2012)#S.C.O.P.E. Upgrade|S.C.O.P.E. Upgrade]], [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]]|| align=&amp;quot;center&amp;quot; |  [[Muton Elite (EU2012)|Muton Elite]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Flight Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;Despite the weight and logistical factors involved in moving its heavily armored torso, the &amp;quot;Heavy Floater&amp;quot; is surprisingly maneuverable. After prodding the subject into a controlled flight-test, we&#039;ve learned a great deal about the alien&#039;s propulsion systems. As a result of this information, I&#039;m expecting a significant reduction in research times during the development of new aircraft.|| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]], [[Archangel Armor (EU2012)|Archangel Armor]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Flight|Advanced Flight]]|| align=&amp;quot;center&amp;quot; |  [[Heavy Floater (EU2012)|Heavy Floater]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:All Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;All Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;As one of the masterminds behind the alien invasion of Earth, the &amp;quot;Ethereal&amp;quot; alien specimen was, as expected, the most difficult to contain during our interrogation attempt. However, by monitoring changes in the Ethereal&#039;s brainwave patterns as we subjected it to varying levels of psychological stress, we were able to coax a great deal of information from the subject. As a result of these findings, we now have a backlog of new information regarding the alien technology, which should reduce our research times in all areas of study.&#039;&#039;|| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: All techs &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: All projects || align=&amp;quot;center&amp;quot; |  [[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
² These Research Credits apply a 25% reduction to research time on top of any other research credits.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*You can &amp;quot;double dip&amp;quot; with a captured Alien. You can interrogate an Alien, and if it&#039;s the only one of that Alien you own, you can immediately go for the autopsy once the interrogation is complete.&lt;br /&gt;
*Research Credits act &amp;quot;retroactively.&amp;quot; From a programming standpoint: the points of research that have gone into a project are recorded, and Credits cut &amp;quot;points needed for completion,&amp;quot; not &amp;quot;points &#039;&#039;remaining&#039;&#039; to completion.&amp;quot;&lt;br /&gt;
**If you get at least 61 points done into Beam Weapons, switch to completing the Sectoid Interrogation, and continue the Beam Weapon research, you&#039;ll only need a moment in the Mission Control screen to finish Beam Weapons.&lt;br /&gt;
**So, if you&#039;re in a month where you&#039;re going for &amp;quot;We Have Ways&amp;quot; (South America), you have a backlog of Interrogations to do (Sectoid, Floater, Thin Man); some clever if intensive micromanaging can make very efficient use of time in researching the weapon fragment/beam weapon tree, alien materials/early armor tree, and the Generator/Computer research projects as soon as you finish getting Satellite Coverage in South America.&lt;br /&gt;
*To compliment the above: while starting research projects has a material cost, the materials are not actually consumed until completion. Thus, you can switch between research projects as needed without worrying about wasting those weapon fragments.&lt;br /&gt;
====Research Times with Enemy Within DLC====&lt;br /&gt;
*Research times have been increased by +40% on Classic and by 70% on Impossible difficulties.&lt;br /&gt;
*This applies to all techs, except:&lt;br /&gt;
** Xenobiology&lt;br /&gt;
** Weapon Fragments&lt;br /&gt;
** Alien Materials&lt;br /&gt;
** Experimental Warfare&lt;br /&gt;
** Meld&lt;br /&gt;
&lt;br /&gt;
== Tech Trees ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=300px heights=250px perrow=3 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM Enemy Within Tech Tree.png| &#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&amp;lt;br/&amp;gt; [[File:XCOM EW Tech Tree (Ufopaedia).xls]]&lt;br /&gt;
File: EW Research Tree.png|Enemy Within with the ingame images&lt;br /&gt;
File:TechTree.jpg| &#039;&#039;Tech Tree by BrutalGourmet.&#039;&#039;&lt;br /&gt;
File:Xcom-enemy-unknown-2012-tech-tree.png| &#039;&#039;Tech Tree by XDude.&#039;&#039;&lt;br /&gt;
File:XCOM_Research.png| Kokkan&lt;br /&gt;
File:Xcom2012techtree.png| Nite&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Research (EU2012)}}&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;br /&gt;
[[Category: Research (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=55284</id>
		<title>Impossible Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Impossible_Difficulty_(EU2012)&amp;diff=55284"/>
		<updated>2014-01-20T20:11:50Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Enemy Within DLC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Making the transition from Classic to Impossible can be a steep climb. Here is a comparision of the main differences between both [[Difficulty (EU2012)|difficulty]] modes. &lt;br /&gt;
&lt;br /&gt;
=Tactical=&lt;br /&gt;
* XCOM soldiers start with base 3 HPs (and +1 from [[Body Armor (EU2012)|Body Armor]]), a reduction that will have effects during all missions but making them very susceptible to KIAs from [[Sectoid (EU2012)|Sectoid]] Plasma Pistols at game start.&lt;br /&gt;
* The [[Alien Life Forms (EU2012)|aliens]] will deploy on bigger numbers (usually 1 additional pod) during the 1st mission and specially on Terror Sites/UFOs. It can be a challenge to know how many pods are still inactivated.&lt;br /&gt;
* The AI will use [[Alien Grenade (EU2012)|grenades]] more, specially when facing [[Muton Elite (EU2012)|Muton Elites]] or [[Heavy Floater (EU2012)|Heavy Floaters]]. After the aliens start fielding grenades the full cover positions in most maps will be very risky to use, since it will be blown away. &lt;br /&gt;
&lt;br /&gt;
==General Warnings==&lt;br /&gt;
# Missions at the beginning of each month are the most dangerous since usually new aliens will be introduced. April will bring [[Floater (EU2012)|Floater]], [[Muton (EU2012)|Mutons]] (initially equipping with [[Light Plasma Rifle (EU2012)|LPRs]]) in May, [[Cyberdisc (EU2012)|Cyberdiscs]] come in June and [[Beserker (EU2012)|Beserkers]] in July. August brings [[Heavy Floater (EU2012)|Heavy Floaters]] and [[Sectopod (EU2012)|Sectopods]] and [[Muton Elite (EU2012)|Muton Elites]] will start appearing in September. &lt;br /&gt;
# Expect several of the alien heavy units on the same mission. [[Alien Terror (EU2012)|Terror Sites]] with 5 Sectopods can be pretty terrifying. &lt;br /&gt;
# Staying out of enemy Line of Sight (LOS) is crucial for the survival of XCOM soldiers. If they are seen they will be fired upon, grenaded and poisoned, and usually killed by a single plasma shot, specially in the first months. &lt;br /&gt;
# During [[Alien Abductions (EU2012)|Abductions]]/Terror Sites/[[UFOs (EU2012)|UFO]] missions the aliens will have a number of packs tied to certain locations while others will be patrolling across the entire map. During the beginning of the mission and depending on the map you may expect to have those packs activated right in front of you.&lt;br /&gt;
# When there are no active aliens, good [[Maps (EU2012)|map]] knowledge is crucial to know the possible locations of inactive alien packs.&lt;br /&gt;
&lt;br /&gt;
==Don&#039;t Panic==&lt;br /&gt;
[[Panic (EU2012)|Panic]] management can be one of the biggest pains during the starting months on Impossible. The 2 [[Alien Abductions (EU2012)|Abduction]] missions that take place will leave the 4 unattended countries with a level 5 panic meaning that those 4 countries will leave the project at the end of the month. There are two main methods of dealing with this issue:&lt;br /&gt;
*&#039;&#039;&#039;Let It Ride&#039;&#039;&#039; - build only 1 [[Satellite (EU2012)|satellite]] during March and launch it over the country that offers the biggest funding or to be able to secure a continent during April. This is the usual method if you are planning to do an April Base Rush strategy, where the main goal is to assault the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] as quickly as possible for the panic reduction and the loot. &lt;br /&gt;
** &#039;&#039;&#039;Advantages&#039;&#039;&#039; - You&#039;ll be able to use the credits to get the [[OTS (EU2012)|OTS]]/[[Foundry (EU2012)|Foundry]]/[[Alien Containment (EU2012)|Alien Containment]] up and running and advance through your research or get some squad upgrades or [[S.H.I.V. (EU2012)|S.H.I.V.s]] quickly.&lt;br /&gt;
** &#039;&#039;&#039;Disadvantages&#039;&#039;&#039; - Your funding will not increase much in April, forcing you to sell a lot of [[Alien Artifacts (EU2012)|alien artifacts]] later on. You risk losing one or more useful continent bonuses. &lt;br /&gt;
*&#039;&#039;&#039;Satellite Of Love&#039;&#039;&#039; - build 3 sats before March 10th and get 5 engineers as quickly as possible before the 16th to build the 2nd [[Satellite Uplink (EU2012)|Satellite Uplink]]. This allows you to cover 3 countries with sats and reduce their panic and, if you are lucky, a [[Missions (EU2012)#Council Missions|Council mission]] will take place in one of those level 5 countries, meaning 0 defections on March. This method is usually the first step into the Satellite Rush strategy, where the main goal is to get at least 8 satellites on orbit as quickly as possible. &lt;br /&gt;
** &#039;&#039;&#039;Advantages&#039;&#039;&#039; - a lot of needed credits in April and keeping most or all options available regarding continent bonuses for later on. &lt;br /&gt;
** &#039;&#039;&#039;Disavantages&#039;&#039;&#039; - you&#039;ll need §200 by the 10th to pay for the sats and an additional 6 engineers by the 16th. While it is easy to get the credits, it&#039;s also possible not to get an engineer reward on the 1st Abduction mission, sending this plan crashing back to Earth. And even with the first engineer award, the 2nd Abduction mission may not happen before the 16th, but to anticipate that possibility you can always try building a [[Workshop (EU2012)|Workshop]] as quickly as possible. All of this means that there will be few credits left for any squad upgrades. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make Your Own Luck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You lost a key Abduction mission or got 0 engineers, failed to capture an alien on time or got a [[Bomb Disposal (EU2012)|Bomb Disposal]] Council mission and decided to skip to prevent getting trashed by [[Thin Man (EU2012)|Thin Men]]. Things went wrong, either by bad luck or mistake and you were too late to complete a necessary step of any of the previous strategies.  &lt;br /&gt;
&lt;br /&gt;
Start responding - cut your losses by cancelling satellites you won&#039;t be able to launch (you should always build them in batches of 1 for this purpose) and spend the money elsewhere. Think about what you need to do to get two satellite uplinks up in April, such as workshops, power and excavation. Or reinvest the cash in to squad upgrades and start thinking about what you need to take down the Alien Base at the end of April as a substitute for launching satellites. Or both, since it is even possible to build the second uplink and hit the base if you play your cards right.&lt;br /&gt;
&lt;br /&gt;
Above all, &#039;&#039;&#039;don&#039;t panic&#039;&#039;&#039; - losing 3 countries in March isn&#039;t catastrophic; no continent bonus is indispensable and you can live without 7 countries as long as you stabilise things before losing the 8th. As they say, sometimes it is necessary to sacrifice a few to save the rest. And remember this definition of luck: &amp;quot;to be prepared when the opportunity presents itself&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Know The Map ==&lt;br /&gt;
Some maps are specially dangerous on Abduction missions, due to their openness, small size and/or general lack of full cover:&lt;br /&gt;
*  [[Boulevard (EU2012)|Boulevard Euro]] &lt;br /&gt;
*  [[CemeteryGrand (EU2012)|Cemetery Grand]]&lt;br /&gt;
*  [[CommercialStreet (EU2012)|Commercial Street]]&lt;br /&gt;
*  [[Demolition (EU2012)|Demolition]]&lt;br /&gt;
*  [[FastFood (EU2012)|Fast Food]]&lt;br /&gt;
*  [[HighwayBridge (EU2012)|Highway Bridge]] &lt;br /&gt;
*  [[Museum (EU2012)|Museum Euro]]&lt;br /&gt;
*  [[PierA (EU2012)|Pier A]]&lt;br /&gt;
*  [[RooftopsConst (EU2012)|Rooftops Const]]&lt;br /&gt;
*  [[SmallCemetery (EU2012)|Small Cemetery]] &lt;br /&gt;
*  [[StreetHurricane (EU2012)|Street Hurricane]]&lt;br /&gt;
*  [[StreetOverpass (EU2012)|Street Overpass]]&lt;br /&gt;
* [[TrainStation (EU2012)|Train Station]]&lt;br /&gt;
&lt;br /&gt;
Other Abduction maps are more favorable, with much better cover, more movement options and/or easy roof access.&lt;br /&gt;
* [[Bar (EU2012)|Bar]]&lt;br /&gt;
* [[Commercial Alley (EU2012)|Commercial Alley]]&lt;br /&gt;
* [[ConvenienceStore (EU2012)|Convenience Store]]&lt;br /&gt;
* [[GasStation (EU2012)|Gas Station]]&lt;br /&gt;
* [[Industrial Office (EU2012)|Industrial Office]]&lt;br /&gt;
* [[LiquorStore (EU2012)|Liquor Store]]&lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] &lt;br /&gt;
* [[ResearchOutpost (EU2012)|Research Outpost]] &lt;br /&gt;
* [[SlaughterhouseA (EU2012)|Slaughterhouse A]]&lt;br /&gt;
* [[Trainyard (EU2012)|Trainyard]] &lt;br /&gt;
* [[Truckstop (EU2012)|Truckstop]]&lt;br /&gt;
&lt;br /&gt;
==Take Cover==&lt;br /&gt;
# Hunkering behind full cover is the key to survive, specially on the first missions. &lt;br /&gt;
# If your soldiers in full cover can be seen by the aliens, hunker down. It will give them a total of +80 Defense and reduce a Sectoid&#039;s chance of hitting to &lt;br /&gt;
# Only go on Move, [[Overwatch (EU2012)|overwatch]] or Fire if that soldier can survive the return fire from any active aliens with LOS on the soldier.&lt;br /&gt;
# Learn which [[Cover (EU2012)|cover]] cannot be removed by alien gunfire or explosives. Destructible cover can give a very wrong sense of protection and get soldiers killed. &lt;br /&gt;
# Pull back whenever outnumbered, specially right after two or three alien packs activate all of a sudden.&lt;br /&gt;
# If your rookie is feeling brave and sure of hitting with 65% odds, consider what may happen when that alien(s) is still alive after he/she misses:&lt;br /&gt;
## A single Alien that needs 2 shots to kill one of your soldiers is a nuisance.&lt;br /&gt;
## 2 or more Aliens that need 2 shots to kill one of your soldiers are a threat. The same for 1 Alien that only needs 1 shot and has your soldier on its sights.&lt;br /&gt;
## 2 or more Aliens that need only 1 shot to kill a soldier is risking disaster for the entire squad.  &lt;br /&gt;
&lt;br /&gt;
==Move Softly==&lt;br /&gt;
# When scouting with a unit starting on a location in full cover, don&#039;t advance to the maximum of moving range during the 1st Action. That way you&#039;ll be able to go back, not to your starting location in view of any aliens, but to a square next to it, that prevents the aliens to have Line of Sight in your unit. &lt;br /&gt;
# If choosing between spending the 2nd action to move to full cover or to hunker down behind half cover, go for the latter. Hunkering down gives you +40 [[Defense (EU2012)|Defense]] (like full cover) and prevents critical hits (unlike full cover).&lt;br /&gt;
# Move very, very slowly when you&#039;re sure to approach the location of aliens, either active or inactive. In many occasions it is better to only have 1 unit moving on each turn. This allows to have the entire squad prepared to deal with any hostile encounters.&lt;br /&gt;
# Roofs are essential to move without alien interference. Be aware that some alien packs may be waiting for activation on roofs, though.&lt;br /&gt;
# Aliens overwatching are more deadly: a Sectoid can kill a Rookie when firing on Overwatch, and LPRs can kill Sergeants, if they are not carrying vests. &lt;br /&gt;
# Advancing through dashing will usually result in:&lt;br /&gt;
## The activation of further alien packs.&lt;br /&gt;
## Your soldier missing the shot and/or not killing the alien.&lt;br /&gt;
## Your soldier being killed by the reaction of any active aliens.  &lt;br /&gt;
## All of the above.&lt;br /&gt;
&lt;br /&gt;
==Strike Efficiently==&lt;br /&gt;
# When a soldier reaches a full cover position where it is [[Flanking (EU2012)|overflanking]] an alien but the odds don&#039;t ensure a kill, Hunker Down or go on [[Overwatch (EU2012)|Overwatch]]. With the last option, the alien will usually &#039;freeze&#039; (technically this is a bug/exploit and doesn&#039;t work 100%) and will not take any action during its turn, as long as all XCOM units on its Line Of Sight (LOS) are in full cover.&lt;br /&gt;
# Cars will blow up when hit by a Rocket or two [[Frag Grenade (EU2012)|Frag Grenades]] and add an additional 6 Damage points to any aliens huddled against them. &lt;br /&gt;
# Besides the Damage they inflict, Frag Grenades and Rockets can be used to remove any cover and leave the aliens exposed. Firing at an unit that just got exposed by an explosion gives the attacker a +20/40 Aim boost (depending whether the alien was behind half or full cover), plus a +50% bigger chance to inflict a [[Chance to Hit (EU2012)|Critical Hit]]. &lt;br /&gt;
# One key ability is to be able to kill all or most of a alien pack before or when it&#039;s activated, through Rockets, Grenades or Overwatch shots. &lt;br /&gt;
# The longer you take to kill the last active alien, the likelier the odds of an passive pack being activated and forcing you to pull back.&lt;br /&gt;
# Keep a close eye on the squad&#039;s ammo levels. If a soldier or the squad is not engaged in combat have all of them reload their weapons. Reload to 100% ammo before activating an alien pack.&lt;br /&gt;
# Splitting up, except for maybe one flanker, is not a great idea, especially since you double the risks of activating alien squads early.&lt;br /&gt;
# If you&#039;ve managed a good Blitzkreg, and have killed two of an alien squad&#039;s members in one round; the AI package for Impossible makes aliens fight more defensively, and will often make the remaining alien panic and retreat with both actions, even if they had a flanking advantage.&lt;br /&gt;
&lt;br /&gt;
==Squad Equiping==&lt;br /&gt;
# When equipping during the initial months, the choice is between [[Frag Grenade (EU2012)|grenades]] or [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]]. The first means the ability to remove cover, and weaken/kill single or clustered aliens. The second the ability to survive a single Plasma Pistol or [[Light Plasma Rifle (EU2012)|LPR]] shot.&lt;br /&gt;
#Completing the [[Slingshot DLC (EU2012)|Slingshot]] Missions not only gives you early access to the [[Officer Training School (EU2012)|OTS]] but also to a [[Shaojie Zhang (EU2012)|Lieutenant Heavy]] and the ability to capture the [[Plasma Rifle (EU2012)|Plasma Rifle]] from the [[Muton (EU2012)|Mutons]] that appear during the missions. You can also capture a [[Thin Man (EU2012)|Thin Man]] you get his [[Light Plasma Rifle (EU2012)|LPR]] which allow you to skip the [[Phoenix Cannon (EU2012)|Phoenix Cannon]] and [[Laser Cannon (EU2012)|Laser Cannon]] completely by going straight to the [[Plasma Cannon (EU2012)|Plasma Cannon]] – Just remember that none of the missions give Panic Reduction as a reward, and the rewards are static and not affected by the [[Second Wave (EU2012)|Second Wave]] option High Stakes.&lt;br /&gt;
*Zhang is considerably better than any other heavy of his rank with his health surpassing that of a Colonel Heavy.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
* The [[Heavy (EU2012)|Heavy]] is the best starting class because of the [[Rocket Launcher (EU2012)|Rocket Launcher]] and the Bullet Swarm ability.&lt;br /&gt;
# The Rocket Launcher is a life saver during the first months due to its ability to kill clustered aliens with 1 shot. By adding Shredder Rocket each Heavy can carry the equivalent of two grenades, with even better range and damage abilities. &lt;br /&gt;
# Bullet Swarm is arguably the best second best perk at the beginning. It allows the Heavy to Fire and Hunker Down in the same turn, protecting it from alien counterfire. &lt;br /&gt;
* [[Sniper (EU2012)|Snipers]] are also very useful if they have Squad Sight, allowing them to fire without being exposed to the aliens. &lt;br /&gt;
* [[Assault (EU2012)|Assaults]] need to be carefully used. Run &amp;amp; Gun allows to outflank and Overwatch aliens but long dashes can provoke the activation of more aliens. &lt;br /&gt;
* [[Support (EU2012)|Supports]] are underpowered until [[Laser Rifle (EU2012)|Laser Rifles]] or [[Light Plasma Rifle (EU2012)|LPRs]] are available. &lt;br /&gt;
# The [[Assault Rifle (EU2012)|Assault Rifle]] has a limited damage and critical chance ability compared to the other classes weapons.  &lt;br /&gt;
# The [[Smoke Grenade (EU2012)|Smoke Grenade]] can only be used once or twice (if they have Smoke &amp;amp; Mirrors and doesn&#039;t give the same protection (+20 Defense) as hunkering down (double, or +40 behind full cover).&lt;br /&gt;
# Sprinter is useful for spotting aliens and running away from trouble.&lt;br /&gt;
&lt;br /&gt;
=Aliens=&lt;br /&gt;
==Game Start==&lt;br /&gt;
* [[Sectoid (EU2012)|Sectoid]] HPs are increased to 4 HPs, preventing them from being killed by single Frag Grenade, although a well placed frag can take out the cover of three Sectoids, injure them and then leave them open to the rest of your squad.&lt;br /&gt;
* [[Floater (EU2012)|Floaters]] and [[Thin Man (EU2012)|Thin Men]] HPs are increased from 4 to 6, making Assault Rifles even more unreliable at killing them, however, their Aim remains the same as in Classic. Rocket Launchers still give 1 shot kills against both aliens.&lt;br /&gt;
* [[Outsider (EU2012)|Outsider]]s have 90 Aim, 10 Defense and 17 Mobility (the same as Beserkers). Be very careful with activating Outsiders on Impossible by mistake - a single one on the loose will wreak havoc amongst your troops with their high Aim and Movement. &lt;br /&gt;
* [[Chryssalid (EU2012)|Chryssalids]] remain the same as Classic but Zombies are the bad news. They have 14 HPs (10 in Classic) and their Damage bonus is increased by 4 (+2 on Classic).&lt;br /&gt;
&lt;br /&gt;
==Mid Game==&lt;br /&gt;
* [[Muton (EU2012)|Muton]] and [[Cyberdisc (EU2012)|Cyberdisc]] stats remain the same as in Classic.&lt;br /&gt;
* [[Drone (EU2012)|Drones]] HP is increased to 7 HPs on Impossible, 2 more than in Classic, turning them into a bigger nuisance. It also prevents Drones from being killed in 1 shot by suppressing them with a [[Heavy Plasma (EU2012)|Heavy Plasma]] with HEAT Ammo and Mayhem.&lt;br /&gt;
* [[Sectoid Commander (EU2012)|Sectoid Commanders]] HP is increased from 10 to 14 HPs on Impossible. They also have a 35 Will bonus (25 on Classic), allowing them even better odds on Mind Control attempts.&lt;br /&gt;
* [[Beserker (EU2012)|Beserkers]] health is upgraded 25% from 20 HPs to 25 and they deal 2 extra points of Damage on Impossible (for a total of 11 base damage).&lt;br /&gt;
&lt;br /&gt;
==Late Game==&lt;br /&gt;
* [[Muton Elite (EU2012)|Muton Elites]] have +10 Aim (for a total of 100 Aim on Impossible), giving the best accuracy on the game. In addition, their health is increased on Impossible from 14 to 18 HPs, while their Defense remains at +30. This combination of high stats, their Heavy Plasmas and their numbers (just facing 3 can be a nightmare) makes them the most dangerous aliens on all situations. &lt;br /&gt;
* [[Heavy Floater (EU2012)|Heavy Floaters]] health is added 2 HPs to a total of 16. Their mobility and bigger usage of Alien Grenades (3 tossing grenades at one soldier with deal 15 points of damage) makes them also very dangerous.&lt;br /&gt;
* Both Muton Elites and Heavy Floaters now can&#039;t be killed with a single plasma shot that isn&#039;t ability enhanced (i.e. Headshot, Shredder, Bring &#039;Em On) since it will deal a maximum of 15 damage with a critical hit. &lt;br /&gt;
* [[Ethereal (EU2012)|Ethereals]] have +5 HPs and a 35 Will bonus (25 on Classic), allowing them better odds on Mind Control attempts.&lt;br /&gt;
* [[Sectopod (EU2012)|Sectopods]] stats remain the same as in Classic. However, you&#039;ll face more of them during missions instead of just 1. Sectopods also seem to use more their Cannon to blow terrain.&lt;br /&gt;
&lt;br /&gt;
=[[XCOM:_Enemy_Within_DLC_(EU2012)|Enemy Within DLC]]=&lt;br /&gt;
*Research times are increased by 70% from Easy/Normal difficulties on the EW DLC, 30% more than the 40% increase that already happens with Classic.&lt;br /&gt;
*Muton Elites Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
* [[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Skyranger_(EU2012)&amp;diff=55245</id>
		<title>Skyranger (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Skyranger_(EU2012)&amp;diff=55245"/>
		<updated>2014-01-14T21:49:36Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Skyranger (EU2012).jpg|right|200px|Skyranger Troop Transporter concept art]]&lt;br /&gt;
&lt;br /&gt;
This craft appears in &#039;&#039;[[Enemy Unknown (2012)|XCOM: Enemy Unknown]]&#039;&#039;. For the original equivalent in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; see [[Skyranger]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
*The SR-77H Skyranger is a supersonic long-range tactical transporter with Vertical Take Off and Landing (VTOL) abilities that is used to deploy combat [[Squads (EU2012)|squads]] in XCOM: Enemy Unknown. &lt;br /&gt;
*The Skyranger has a crew of 1 pilot and can carry up to 6 fully equipped [[Soldiers (EU2012)|soldiers]] or [[SHIV (EU2012)|SHIVs]]. Initially the craft will only carry 4 soldiers until the necessary [[OTS (EU2012)|Officer Training School]] upgrades are purchased, allowing to increase its troop transport abilities.&lt;br /&gt;
*During combat missions the pilot will remain at the controls of the craft, with its engines ready for an immediate dust-off, in case a retreat is ordered by the XCOM Commander, and bringing back to base any soldiers present on its blue marked Deployment Zone. Any soldiers out of this area will be left behind and considered Missing In Action (MIA).&lt;br /&gt;
*Probably reflecting the nature of it being an advanced prototype, there will only be a single Skyranger available at the XCOM [[XCOM Headquarters (EU2012)|HQ]]. However, the craft will be manned and fully fueled, making it available at all times for combat missions. &lt;br /&gt;
*The Skyranger will also be seen during the campaign bringing back high-value [[Alien Artifacts (EU2012)|alien artifacts]] such as the [[Psi Link (EU2012)|Psi Link]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The ingame designation &#039;&#039;&#039;SR-77H&#039;&#039;&#039; was inspired in XCOM fandom present on this wiki. For the origin of the designation check [[Data Canister: Skyranger]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=4 caption=&amp;quot;Skyranger images&amp;quot;&amp;gt;&lt;br /&gt;
File:Skyranger 1 (EU2012).png|Returning from a mission&lt;br /&gt;
File:Skyranger 2 (EU2012).png|Vertical take-off&lt;br /&gt;
File:Skyranger 3 (EU2012).png|Deploying soldiers&lt;br /&gt;
File:Skyranger 4 (EU2012).png|Landing at the base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Craft Armaments (EU2012)}}&lt;br /&gt;
[[Category: Aircraft (EU2012)]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=55243</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=55243"/>
		<updated>2014-01-14T19:28:45Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* 1st month on Impossible: Build Order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Miscellaneous Tips==&lt;br /&gt;
&lt;br /&gt;
=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Suggestion for Promotions ===&lt;br /&gt;
If you have no idea of what Abilities to choose during the first promotions, these are solid choices for the entire game:&lt;br /&gt;
* Assault - &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;. Forces a miss on the first reaction shot fired at the unit. Can be used to trigger (and miss) alien Overwatch shots. This ability is essentially a life-saver for your soldiers when advancing against aliens on Overwatch, specially Sectopods. &lt;br /&gt;
* Heavy - &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. After you first encounter a Cyberdisk without this ability, you&#039;ll know why. It also applies to the Rocket/Blaster Launcher, and grenades, and The Volunteer&#039;s Rift, besides the Heavy&#039;s primary weapon and you are almost sure to face Cyberdisks/Sectopods on most UFO or Abduction/Terror missions.&lt;br /&gt;
* Sniper - &#039;&#039;&#039;Squad Sight&#039;&#039;&#039;. Snap Shot also has its uses but it requires Squad Sight to perform the classic &#039;Scout and Snipe&#039; tactic of the original game, where your Sniper can just pick a spot where it covers the battlefield and drop any aliens seen by your squad. &lt;br /&gt;
* Support - &#039;&#039;&#039;Field Medic&#039;&#039;&#039;. Never go to a battle without a Medikit. And never risk your only Medic getting killed or worse, critically wounded (and watch him/her die from the wound unless you are able to finish the fight first).&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;. Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).&lt;br /&gt;
&lt;br /&gt;
Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don&#039;t move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. &lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door, around the corner or in a spot across the room facing the door. Next open the door to wake up the aliens inside. If no aliens are seen, have a soldier (preferably your assault with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges. If there are multiple entrances into the same room, split your team so that you can potentially get a flank bonus on some of the enemies. Depending on the situation, you also have the option of waking up an enemy behind a door, and then back out of sight to encourage the alien to run out and into a flurry of reaction fire. &lt;br /&gt;
&lt;br /&gt;
For most outdoor situations and in large rooms, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire. &lt;br /&gt;
&lt;br /&gt;
Enemy groups that randomly teleport nearby, or amongst your team, will not immediately open fire when they strike a pose and race for cover. They will actively attack once your turn ends. If this occurs when you are not engaging the enemy, you can often use this opportunity to get in close and take them down at close range. If you are in the middle of engaging another group or more, these re-enforcements could tip the odds in the enemy&#039;s favour. You will need to adjust your tactics accordingly. Prioritize targets, take defensive measures, make a tactical retreat to safety, use area-effect weapons, etc.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellites are Key ===&lt;br /&gt;
* Plan ahead and cover the entire world with at least 8 satellites ASAP.  This is the only undisputed rule in playing this game. It is more &amp;quot;economical&amp;quot; to panic management to launch satellites at the end of the month, to lower panic levels when they&#039;re highest, and to avoid an abduction mission invalidating the reduction. Launching satellites at the end of the month also gives you more flexibility to deal with unexpected alien activity at the end of the month. Additionally, any countries covered at the start of the month (ie, they&#039;re already covered when the Monthy Report comes in) will be off the list of Abduction Missions (but will get (less so) raised panic if another country on that continent gets an unanswered Abduction).&lt;br /&gt;
* Order satellites individually, not in bulk. That way you&#039;ll be able to cancel satellite orders if you are in a dire/unexpected need of credits and still be able to launch the other satellites at the end of the month. Of all game items (Facilities, Craft, etc.) that require days for manufacture Satellites are the most flexible to cancel, if needed.&lt;br /&gt;
&lt;br /&gt;
=== Mission Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
# Panic level&lt;br /&gt;
#* Your choice differs vastly depending on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country. In comparison, this could lead to increased panic in the whole continent on higher difficulty settings.  Thus, consider panic level on the whole rather than individual countries.  In some cases, continents with more countries should be taken care of first.&lt;br /&gt;
# Rewards&lt;br /&gt;
#* Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you will probably prefer engineers until you no longer need more for buildings or tech.  Scientists and soldiers aren&#039;t that important, comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists, Laboratories and Research ===&lt;br /&gt;
Consider refraining from building laboratories, as they aren&#039;t really necessary even on higher difficulty settings. You can still complete research quickly by first researching arc throwers, and following up by completing all autopsies and interrogations.&lt;br /&gt;
The biggest obstacle to research is not the duration, but the required alien artifacts that are gathered slowly. Building laboratories only serves to drain these precious resources.&lt;br /&gt;
However, if getting gear for your troops is an urgency for your playstyle, 1 lab early on may be appreceable, especially if your Council/Abduction/Sattelite actions don&#039;t gain you any Scientists whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Africa may be Key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since satellite launches are generally dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
&lt;br /&gt;
For veteran players of the original X-Com that are new to this game, take heed that corpses and miscellaneous items are no longer useless junk. They are valuable resources used not only for research projects, but as resources for completing council member requests, foundry upgrades and as components for manufacturing certain advanced equipment such as [[Chitin Plating (EU2012)|Chitin Plating]]. &lt;br /&gt;
&lt;br /&gt;
Generally, keeping about 10 corpses of the common species (Sectoids, Thin Men...Mutons, later) in storage should be sufficient if you need some quick money.  Keep more if you know you&#039;ll need them for a Foundry project.&lt;br /&gt;
&lt;br /&gt;
On the other hand, items that have no research value such as damaged UFO components and alien entertainment are clearly marked as such. These items can be sold freely.&lt;br /&gt;
&lt;br /&gt;
Once you are familiar with the game and know how much of each is required for tech that is within reasonable grasp, only then should you consider selling valuable equipment and corpses to fund Satellite rushes.&lt;br /&gt;
&lt;br /&gt;
=== The RNG, Save Scumming, and You===&lt;br /&gt;
Without delving deep into computer programming and algorithims: the &#039;&#039;&#039;R&#039;&#039;&#039;andom &#039;&#039;&#039;N&#039;&#039;&#039;umber &#039;&#039;&#039;G&#039;&#039;&#039;enerator is the digital &#039;die&#039; who&#039;s rolls decide the fate of the internal mechanics, odds, and outcomes of XCOM. Different actions and events are manipulated at different times by the RNG, and learning when and how means you can manipulate the game through what is known as &amp;quot;Save Scumming.&amp;quot; In Scumming, what is done is that, through save-state management, you can remember what did occur in one attempt at a round of engagement in the battlefield, or certain events in the Base, and take advantage of RNG results. &lt;br /&gt;
&lt;br /&gt;
As it sounds, Save Scumming is usually used as a &#039;&#039;&#039;cheat&#039;&#039;&#039;. If cheating is not for you or if you have Enemy Within&#039;s Second Wave option of the same name toggled (although it affects shots on the battlefield only), you may still find this information to be informative. At least on the PC version vou can also cheat with this method in Ironman during tactical missions, since the game will only save the current mission at certain points during your turn: closing the game and reloading from the save will bring the last save and you&#039;ll be able to take again any shots.  &lt;br /&gt;
&lt;br /&gt;
To take advantage of Save Scumming you need to understand what is affected by &#039;&#039;when&#039;&#039; the RNG produces it&#039;s numbers. Basically, there are two &#039;sets&#039; of the RNG: the RNG as itself, and &amp;quot;Seeded&amp;quot; outcomes. In the normal RNG actions, the die is rolled when the event occurs. In seeded outcomes, a series of die rolls are made ahead of time. Sometimes, the actions are decided as well, while in others just the &#039;&#039;number&#039;&#039; that comes up, but you can take actions (or the order of actions) to take advantage via save scumming. Either way: note that, just like good old fashioned die, the RNG is only &#039;&#039;statistically&#039;&#039; random, but that [http://en.wikipedia.org/wiki/Gambler&#039;s_fallacy dice have no memory].&lt;br /&gt;
&lt;br /&gt;
First, your Base, and everything that happens in it: Base layout (what&#039;s solid rock vs natural caves, and 1 to 3 steam vent locations) is decided when a campaign is started. Perhaps more importantly, your monthly &#039;schedule&#039; is rolled for at the start of each month, when you get your Council Report (obvious exception: in the case of March, the first month, it&#039;s rolled alongside base layout), and are thus seeded. The schedule will plot out when the various missions and detected UFOs occur (and on what countries).&lt;br /&gt;
*For Abductions, the countries are chosen, as said, at the start of the month (seeded), but the rewards each country gives (§, a soldier, scientists, or engineers) will be generated when the event &#039;popup&#039; occurs (random). In the case of the &amp;quot;High Stakes&amp;quot; Second Wave option, the amounts are also random. With save scumming, while you cannot change what country is attacked (unless the savestate in question is before the end of the previous month), but you can change what reward (and how much/many) until a country you&#039;ve prioritized to respond to gives the reward you want.&lt;br /&gt;
*Terror Missions: starting in April, these missions tend to favor continents that have high panic, are also seeded.&lt;br /&gt;
*UFOs are seeded, including the type, over what country, and landed or in flight. However, a UFO that escapes has a chance to summon a Battleship, which has it&#039;s own chance to shoot down a satellite. Of course, if a satellite is shot down, or a country withdraws due to a failed mission before the UFO is scheduled, this will change. For scumming purposes, what you can do is move and equip interceptors ahead of time (if you have &#039;&#039;enough&#039;&#039; time between a save state and a UFO appearance). The one exception is the Overseer UFO--- not the first appearance, which is seeded almost as normal (against when the Hyperwave Uplink&#039;s construction is completed), but subsequent appearances seem to &#039;react&#039; to Interceptor placement (including if you move any around).&lt;br /&gt;
**Once in [[Air_Combat_(EU2012)|Interception and Air Combat]] itself, it is wholly random: a UFO&#039;s flight path may change on a whim, moving it closer or send it fleeing from an Interceptor. Once engaged, when either ship begins firing, if either&#039;s shot hits or not: it is entirely at the mercy of the RNG. So, saving before it appears, and (if you need to send more than one Raven or Firestorm after a UFO) between launches may help (if the first ship did particularly well), if you find your aerial offensive capabilities lacking.&lt;br /&gt;
*Enemy Within&#039;s EXALT Events: Due to their frequency, this may be confused for &#039;random&#039;. In actuality, it focuses more on when was your last anti-EXALT action (such as Intelligence Scans, and/or sending out an Operative and following up on the accompanying mission), and will be seeded to &#039;&#039;that&#039;&#039;, but the effect will be random: Propaganda raises panic, Hacking drains all &#039;points&#039; from research, or Sabotage taking your money. Note that Hacking will not occur if you have no ongoing &#039;&#039;active&#039;&#039; research, and no Sabotage if you&#039;re broke. Savescumming helps in that you can take note of which day an EXALT event takes place, reload, and time a Scan shortly before, extending the time between them, thus only needing perhaps 2-3 scans a month to keep EXALT off your back. If you want to take a &amp;quot;cheapskate&amp;quot; savescum route instead of spending money on Scans, either a) buy satellites/SHIVs/etc (anything that takes time to build), leaving a pittance of § for EXALT to Sabotage (and then cancel those items to get your money back afterwards), or b) start a new research project shortly before, and scum to let them Hack the few hours worth of research.&lt;br /&gt;
*Council &#039;&#039;Events&#039;&#039;: the odd one of the group, in that (on average) two events are scheduled per month. By &#039;events&#039;, this includes either Council Missions (Bomb Disposal, Extractions, etc), Requests for items/artifacts, or nothing at all. Of these three options, for the one that&#039;s taken for the first Council Event, it will be one of the other two for the second. The exceptions are the Slingshot and Progeny mission sets, which have their own scheduling rules.&lt;br /&gt;
&lt;br /&gt;
Note that the mission &#039;&#039;types&#039;&#039; are shown in the Situation Room. Once you set out and go to the mission site and get to the battlefield: for each type of mission, there is a pool of [[Map_Tables_(EU2012)|maps]] available. These are randomly chosen from said pool after you hit the &amp;quot;Begin Assault&amp;quot; button on the previous screen. Additionally, many UFO assault maps (both crashed and landed) have another &#039;roll&#039; for where the Skyranger will land (and your troops will begin). For example, you may start the assault on a Barge or Abductor near the front of the ship instead of the back. There are a number of exceptions, such as certain Council Missions, and Storyline missions, that you can know from the debriefing what map it will be (eg: escorting Sgt. Carlock will always be on the pier map, tutorial maps are always the same). Alien composition numbers will also be decided at this point (though, at least in the case of UFOs, [[Alien_Deployment_(EU2012)#Species_Deployment|what species will appear]], and total numbers, is determined by the RNG back in the Situation Room, as evidenced by the Hyperwave Uplink-- though how many of each listed species may change).&lt;br /&gt;
&lt;br /&gt;
Battle: this may be your focus on any save-state/RNG manipulations, and where you can turn nearly any situation into a victory; this is where where the number Seeds become most apparent. In essence, for at least a whole turn (both yours and the aliens), the RNG has already completed a number of dice rolls, and stores it in memory. In this case, the &#039;die&#039; is 100-sided (while zero is an integer, a 100% shot is always guaranteed, and 0% always misses), and thus comes in the &amp;quot;Chance to hit&amp;quot; probabilities (with an additional roll for critical hits, when available). For whatever the unseen roll is, what your soldier needs to have is a higher aim score (aim stat and any modifiers, like S.C.O.P.E.s raise or being poisoned or suppressed drops). Psionics and stunning behave similarly, and seem to use the same &#039;list&#039; of numbers. AoE attacks, as you aim them manually, obviously ignore the RNG completely (save for the 10% chance of Heavy rockets going off course).&lt;br /&gt;
&lt;br /&gt;
For example, the RNG seed may give something like 85, 50, 2, 99 (which you cannot see). You have 4 soldiers, with aim of 60, 90, 80, 80. Assuming all other aim modifiers even out, if the soldiers fire in that order, soldier A and D will miss their shots, but B and C will hit their targets. Reloading, you make B fire first, and he&#039;ll land the shot, A can take either the second or third shot, and also hit, and soldiers C and D can take the third shot equally and hit, but the fourth shot will always miss, unless something gives the fourth soldier to fire either a 99% or 100% hit chance. Or, to put it more simply: when savescumming, use the soldiers with high aim if that order in the shots was missed before, and with luck, when the soldier with the lower aim takes a shot in a different part of the order, the Seed number will allow them to land a hit. This is the basis of taking advantage of the seeded numbers when taking shots. In the alien&#039;s turn this in effect the same-- and you can deny them landing any (at least any important/critical) hits with a number of actions, such as suppression, killing the offending alien, or using one of the various defensive techniques (hunker down, smoke grenade, etc).&lt;br /&gt;
&lt;br /&gt;
When savescumming in the midst of battle, you may find that sometimes alien squads (particularly unactivated ones) will &#039;teleport&#039; from any locations where you know they were. Be cautious of this. As for any active aliens, their movement uses the AI package, and thus isn&#039;t under the rule of the RNG--- but still having predictable behaviour: if you take the same actions, so will they. So in a way, enemy movement is &#039;seeded&#039;, or at least manipulable.&lt;br /&gt;
&lt;br /&gt;
Lastly, when returning to base:&lt;br /&gt;
*Artfacts/resources for most missions depend on your actions (how you neutralize enemies). UFOs will have a roll for destroyed materials when shot down, plus any damage you do during the mission (less alloys if UFO walls are destroyed, less Elerium if generators explode, and generators and computers themselves), will equal what XCOM will recover, so these are more dependant on your actions.&lt;br /&gt;
*Leveling soldiers: particularly if [[Second_Wave_(EU2012)#Second_Wave_Options|Hidden Potential]] is on (and can be supplemented by &#039;&#039;&#039;Not Created Equal&#039;&#039;&#039;, and the [[OTS_(EU2012)|OTS]]&#039;s &amp;quot;New Guy&amp;quot; and &amp;quot;Iron Will&amp;quot; perks), your soldiers have a range of points each new rank can add to their stats. With Hidden Potential and Iron Will, your soldiers can get up to 13 points to their Will score each time they level. The increase to their Aim score is dependant on their class: 3 to 9 for Snipers, 2 to 6 for Supports, 1 to 5 for Assaults and EW&#039;s MEC Troopers, and 0 to 2 for Heavies. With Save Scumming, what you can do is save a state before the last action of a mission (usually shooting something in the face), and see the leveling scores in the Mission Results. To make it easier, you may want to make a logbook of sorts (eg: a .txt file, or handwritten notes), perhaps organized by class, so you can keep track of a soldier&#039;s Aim/Will scores as they level, reading from Base screens (since in-battle, the &amp;quot;Offense&amp;quot; score is their aim score &#039;&#039;plus&#039;&#039; any modifiers).&lt;br /&gt;
**While you could go all out and scum for Health and Movement bonuses as well: that is far too much hassle, in light of how, say, the odds of getting the max Aim/Will bonus for a Sniper is 1 in 64. For health bonuses: it&#039;s not quite as important, as long as any damage they do receive doesn&#039;t get through their armor. And Movement bonuses are the largest hassle to keep track of, as it is unlisted (save for the rare few Mods that modify the Barracks screen).&lt;br /&gt;
&lt;br /&gt;
==Strategies and Build Orders==&lt;br /&gt;
&lt;br /&gt;
=== Satellite Rush Strategy ===&lt;br /&gt;
Build order and strategy for a satellite rush, tested on Classic. Aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.&lt;br /&gt;
&lt;br /&gt;
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month&#039;s facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next Satellite Uplink in the second month.&lt;br /&gt;
&lt;br /&gt;
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game CAN screw you up. Also, sometimes abduction mission will pop too late to build your first workshop in time. However, reloading in month 1 is not a big loss, and most of the times, you will be fine, and question will be, how many Alloys or Fragments you have to sell.&lt;br /&gt;
&lt;br /&gt;
By going this route, you will only have Alien Containment up by 09 May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four.You will also not be getting any Medikits/Scopes/Vests or extra recruits (usually taken for bigger HP) in the first month and be limited on those in the second month. Also, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carapace Armor and Laser weaponry. However, you will be bottle-necked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Carapace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
The absolute bottleneck of this strategy will happen in the first month, and that&#039;s why going with North America seems the best choice - you get most starting funds ($ 300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). That is your two main concerns.&lt;br /&gt;
&lt;br /&gt;
In the build order base tiles will be referenced using (1,4) notation, where 1 is row and 4 is column (1,4 here refers to the first Access Lift, while 1,3 would refer your first Satellite Uplink). To better understand the timings keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.&lt;br /&gt;
&lt;br /&gt;
=====Lucky Man&#039;s Build Order=====&lt;br /&gt;
If you don&#039;t hesitate to reload a few times on your first mission, this build order is much easier than alternatives, but requires either 1,5 or 1,6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you complete your first tactical mission). Build order then goes like this:&lt;br /&gt;
&lt;br /&gt;
NOTE: With Slingshot and Enemy Within DLC, it is possible to dramatically accelerate the below. In addition, ignoring the first small UFO that appears, brings out a Medium Scout. This can still be shot down with just one interceptor (very very unlucky, two), giving much more loot to sell. The build order generally stays the same, with more soldiers hired or a Laboratory/Alien Containment/Officer Training School thrown in, in the first month. End NOTE.&lt;br /&gt;
&lt;br /&gt;
======March======&lt;br /&gt;
* 02.03 Dig 1,5/6 (one that is not excavated)&lt;br /&gt;
* 07.03 Workshop 1,6 &lt;br /&gt;
* 11.03 *** Satellite x4 (order them 1 by 1, not in bulk)&lt;br /&gt;
* 17.03 Satellite Uplink 1,2&lt;br /&gt;
* 27.03 Power Generator 1,5&lt;br /&gt;
* 31.03 *** Launch Satellites (in the evening)&lt;br /&gt;
&lt;br /&gt;
======April======&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 Access Lift 2,4&lt;br /&gt;
* 01.04 Dig 1,7&lt;br /&gt;
* 06.04 Dig 2,5&lt;br /&gt;
* 06.04 Workshop 1,7&lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 Power Generator 2,5&lt;br /&gt;
* 11.04 Dig 2,3&lt;br /&gt;
* 16.04 Satellite Uplink 2,3&lt;br /&gt;
* 16.04 Officer Training School 1,1&lt;br /&gt;
* 22.04 Dig 2,6&lt;br /&gt;
* 22.04 Dig 2,2&lt;br /&gt;
* 27.04 Power Generator 2,6&lt;br /&gt;
* 27.04 Dig 2,1&lt;br /&gt;
* 31.04 *** Launch Satellites &lt;br /&gt;
======May======&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 Access Lift 3,4&lt;br /&gt;
* 02.05 Dig 2,7&lt;br /&gt;
* 02.05 Alien Containment 2,1&lt;br /&gt;
* 07.05 Dig 3,5&lt;br /&gt;
* 07.05 Workshop 2,7&lt;br /&gt;
* 11.05 *** Satellite x4&lt;br /&gt;
* 12.05 Power Generator 3,5&lt;br /&gt;
* 17.05 Satellite Uplink 2,2&lt;br /&gt;
&lt;br /&gt;
Total money you will need in the first month is:&lt;br /&gt;
&lt;br /&gt;
* 130 for Workshop&lt;br /&gt;
* 308 for Satellites&lt;br /&gt;
* 150 for Uplink&lt;br /&gt;
* 60 for Power Generator&lt;br /&gt;
&lt;br /&gt;
Thus, you will have to raise $ 138 by day 11, and another $ 150 by day 17, and then another $ 60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you 1 or 2 $ off the sum. Then, you will have to restart, or cancel one of the satellites. However, most of the time, you&#039;ll be fine. If you&#039;re playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesn&#039;t, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, 4v3 is not THAT big deal, but still, you may want to fast-forward the time right after you finish your first tactical mission and see whether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.&lt;br /&gt;
&lt;br /&gt;
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06 day of the second month, you&#039;ll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, that&#039;s when time at which missions happen in the next month is determined).&lt;br /&gt;
&lt;br /&gt;
Also, you should from the start consider which continent you will be covering first, and leave that continent unattended in the first two abductions. You only got three reasonable choices, that&#039;s Africa, Asia or Europe. Europe is the best money-wise (considering their bonus, which will save you additional $ 78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and sometimes depends on how rewards for 1 and 2 abduction missions roll out). &lt;br /&gt;
&lt;br /&gt;
When picking rewards for second abduction in the first month, if you&#039;re going to be covering Europe, consider getting engineers. If you don&#039;t get&#039;em here, you&#039;re viable to screw-up by RNG who wont give you them as council mission reward and will place first abduction in the next month on day 7. Else - get money. You&#039;ll need all money you can get in the second month.&lt;br /&gt;
&lt;br /&gt;
In the second month, it becomes a little easier. Still calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like scopes and medikits. You want to get a second continent covered here, and that is Africa if you didn&#039;t get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from abduction mission, and you will be getting engineers from countries you cover, usually you&#039;ll be fine. However, still pay attention to this, since you&#039;ll need 25 total engineers to start building third workshop in month 3.&lt;br /&gt;
&lt;br /&gt;
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for large ship that comes early this month - you absolutely have to have one laser canon and one phoenix canon interceptor on each continent for that one (if you don&#039;t want to save-load). &lt;br /&gt;
&lt;br /&gt;
Recommended research path to take is Fragments - Materials - Carapace Armors - Beam Weapons - Precision Lasers - Experimental Warfare - Heavy Lasers - stuff to capture a live alien&lt;br /&gt;
&lt;br /&gt;
=====Unlucky Man&#039;s Build Order=====&lt;br /&gt;
What if you didn&#039;t get lucky with already excavated tiles and don&#039;t want to restart? In this case, instead of having Workshops on 1,6-7 and 2,7 you&#039;ll have to place them on 1,5 and 2,5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you&#039;ll have to get money for your Power Generator earlier, and you&#039;ll have to find additional $ 50 in the first month. Usually that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your alloys and fragments, severely crippling your research and ability to field Carapace armor and Lasers by the time first terror mission happens in the second month. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to suffer through that, you can build your second Workshop on 1,1 - this will take away your adjacency bonuses, but they aren&#039;t that great anyway (7% rebait that you only start to get in the end of the second month, and that&#039;s like several $ per completed facility, by the time it ramps up its already irrelevant). Therefore, you build first Workshop on 1,5 and generators on 1,6-7 and second workshop on 1,1 and your Officer Training School goes on 2,5. At this point, you&#039;d better substitute your third or fourth generator with a Thermal one, so that you can place your third workshop on 2,6-7, but if you get even more unlucky, and have no available Steams, you will have to build third and fourth generators on 2,6-7 thus making you build your third workshop one level deeper, on 3,5 (which, again, will require you to build access lift one month earlier) or on 1,2 (will delay Alien Containment).&lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (march) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
*1d - excavate  ($10, 5d, space for Workshop); &lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator) ;&lt;br /&gt;
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); NOTE that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).&lt;br /&gt;
*11d - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), &lt;br /&gt;
*12d - Power Generator ($60, 5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink ($150, 14d);&lt;br /&gt;
*...&lt;br /&gt;
*32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.&lt;br /&gt;
&lt;br /&gt;
== From Normal To Classic==&lt;br /&gt;
Making the transition from one difficulty level to the other can prove to be tough. The main differences to watch out for on Classic are: &lt;br /&gt;
# The +10 Aim bonus to the Aliens - suddenly Sectoids can be a lot more lethal.&lt;br /&gt;
# Soldiers have -1 HP than on Classic - crucially this means Light Plasma Rifles can one-shot soldiers with basic armor.&lt;br /&gt;
# Thin Men/Outsiders now have 4/5 health - Assault Rifles are not much useful against them anymore.&lt;br /&gt;
# No OTS at the beginning - stuck to 4 soldier squads for a while until you get a Sergeant promoted and the OTS built. (With the Slingshot DLC, you can get Zhang fairly early in the first month to satisfy this condition)&lt;br /&gt;
# Panic now spreads throughout countries - all the world seems to be turning redder and redder. &lt;br /&gt;
# No extra satellite at the beginning - and less funding/base power/etc making resources scarce due to all of the requirements (OTS, satellite, research, engineering, etc.)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laboratory_(EU2012)&amp;diff=55195</id>
		<title>Laboratory (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laboratory_(EU2012)&amp;diff=55195"/>
		<updated>2014-01-13T17:28:24Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */ Correction wrong number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }}&lt;br /&gt;
[[Image:Laboratory.jpg||right|200px|A laboratory]]&lt;br /&gt;
Each laboratory increases research speed by 20%. Adjacency Bonus: 10% increase to research speed for every adjacent laboratory.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Facilities Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|manpower=6 scientists (+10 for each additional lab)&lt;br /&gt;
|costs=§125&lt;br /&gt;
|power=3&lt;br /&gt;
|maintenance=§24 per month&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|provides=+20% research speed&lt;br /&gt;
|adjacency=10% per laboratory&lt;br /&gt;
|}}&lt;br /&gt;
* All bonuses are additive, not cumulative (ie: 2 adjacent labs: 20%+20%+10% = 50% research time reduction).&lt;br /&gt;
* If playing [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]], Laboratories will reduce the amount of research lost whenever [[EXALT (EU2012)|EXALT]] decides to attack your research.&lt;br /&gt;
* Europe&#039;s continent bonus &amp;quot;Expert Knowledge&amp;quot; will lower the cost and maintenance cost a Laboratory with 50%. The price will be §62 for a laboratory.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=55179</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=55179"/>
		<updated>2014-01-10T23:25:02Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Workshop adjacency bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|450px|Enemy Within poster]]&lt;br /&gt;
[[Image:Devil&#039;s Toys.png|right|450px|]]&lt;br /&gt;
[[Image:XCOM Enemy Within Icons.png|right|450px|Gene Mods and MEC Troopers insignias]]&lt;br /&gt;
[[Image:EW Menu.png|right|450px|Enemy Within Game Menu]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It is available also for consoles and was released on November 12th, 2013 on the US, and November 15th internationally.&lt;br /&gt;
&lt;br /&gt;
An initial list of details was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI].&lt;br /&gt;
&lt;br /&gt;
You can also take part in an interactive trailer [http://www.xcom.com/enemywithin/us/ivideo.php here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: this page is being updated as new info is gathered from the game. ***SPOILERS AHEAD*** - Read at your own risk!&lt;br /&gt;
&lt;br /&gt;
==General Details==&lt;br /&gt;
* The PC version costs 30$ and the Console 40$.&lt;br /&gt;
* The PC edition is sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
* When launching the game it is possible to select between playing vanilla Enemy Unknown or the new Enemy Within. &lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
{{main|Meld (EU2012)}}&lt;br /&gt;
{{:Meld (EU2012)}}&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
{{main|Gene Mods (EU2012)}}&lt;br /&gt;
{{:Gene Mods (EU2012)}}&lt;br /&gt;
====Projects====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Body Part&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Neural Damping|Neural Damping]]&amp;lt;br&amp;gt; [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align=&amp;quot;center&amp;quot; | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]]&amp;lt;br&amp;gt; [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align=&amp;quot;center&amp;quot; | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align=&amp;quot;center&amp;quot; |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] &#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker&#039;s chance of success.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Hyper Reactive Pupils|Hyper Reactive Pupils]]&amp;lt;br&amp;gt;[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Depth Perception|Depth Perception]]&amp;lt;br&amp;gt;[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]]&amp;lt;br&amp;gt;[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align=&amp;quot;center&amp;quot; | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] &#039;&#039;Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&amp;lt;br&amp;gt;[[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align=&amp;quot;center&amp;quot; | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align=&amp;quot;center&amp;quot; |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] &#039;&#039;Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]&amp;lt;br&amp;gt;[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] ||  align=&amp;quot;center&amp;quot; |  [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] &#039;&#039;The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]&amp;lt;br&amp;gt;[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align=&amp;quot;center&amp;quot; | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 35 Meld ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] &#039;&#039;Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier&#039;s starting position. Leaving cover or firing will break this concealment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]]&amp;lt;br&amp;gt;[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] ||  align=&amp;quot;center&amp;quot; | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] ||  align=&amp;quot;center&amp;quot; |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] &#039;&#039;Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Adaptive Bone Marrow|Adaptive Bone Marrow]]&amp;lt;br&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] || align=&amp;quot;center&amp;quot; |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] &#039;&#039;Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MEC Trooper===&lt;br /&gt;
{{main|MEC Trooper (EU2012)}}&lt;br /&gt;
{{:MEC Trooper (EU2012)}}&lt;br /&gt;
====MEC Trooper Rank Progression====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS MECH.png|left|24px]]&#039;&#039;&#039;MEC Trooper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 0&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Primary Weapons====&lt;br /&gt;
{{main|Minigun (EU2012)}}&lt;br /&gt;
{{:Minigun (EU2012)}}&lt;br /&gt;
{{main|Railgun (EU2012)}}&lt;br /&gt;
{{:Railgun (EU2012)}}&lt;br /&gt;
{{main|Particle Cannon (EU2012)}}&lt;br /&gt;
{{:Particle Cannon (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MEC Suits====&lt;br /&gt;
{{main|MEC Suit (EU2012)}}&lt;br /&gt;
{{:MEC Suit (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=====MEC-1 Warden=====&lt;br /&gt;
{{main|MEC-1 Warden (EU2012)}}&lt;br /&gt;
{{:MEC-1 Warden (EU2012)}}&lt;br /&gt;
=====MEC-2 Sentinel=====&lt;br /&gt;
{{main|MEC-2 Sentinel (EU2012)}}&lt;br /&gt;
{{:MEC-2 Sentinel (EU2012)}}&lt;br /&gt;
=====MEC-3 Paladin=====&lt;br /&gt;
{{main|MEC-3 Paladin (EU2012)}}&lt;br /&gt;
{{:MEC-3 Paladin (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The MEC Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
{{main|Mechtoid (EU2012)}}&lt;br /&gt;
{{:Mechtoid (EU2012)}}&lt;br /&gt;
===Seeker===&lt;br /&gt;
{{main|Seeker (EU2012)}}&lt;br /&gt;
{{:Seeker (EU2012)}}&lt;br /&gt;
===Other Alien Changes===&lt;br /&gt;
* [[Muton Elite (EU2012)|Muton Elite]]s Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).&lt;br /&gt;
* The first Mech [[Aliens (EU2012)|alien]] was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the Muton&#039;s already big size.&lt;br /&gt;
* [[Sectopod (EU2012)|Sectopods]] have also been improved to balance the addition of the new features. Sectopod get a new passive [[Abilities (EU2012)|ability]] called &#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; which will cut all incoming damage in half. Additionally, the tactic of having an MC&#039;ed alien suicidally stand right next to a Sectopod no longer works: it will not receive the splash damage.&lt;br /&gt;
** The Sectopod&#039;s Cannon has been also changed to remove the Area of Effect (AoE) damage: upon hitting the shot will not deal additional damage to any units close to its intended target. &lt;br /&gt;
* Additionally, AI for old enemy types has been slightly tweaked.&lt;br /&gt;
* Existing aliens are getting more &amp;quot;death&amp;quot; animations as development team had to create a new set of [[MEC Trooper (EU2012)|MEC]] related death sequences&lt;br /&gt;
**Berserker: brawl and Achievement.&lt;br /&gt;
**Mechtoid: headgrab&lt;br /&gt;
**Sectopod: Donkey Kong&#039;s Smash Bros attacks, basically. (warning, Sectopod explosion now does 5 damage)&lt;br /&gt;
* Sectoids (normally phased out within a few months) and Sectoid Commanders (normally only in UFOs after the Alien Base Assault, but before capturing the Ethereal Device) will now be regularly fielded alongside Mechtoids (the Commanders, of course, only after the assault).&lt;br /&gt;
* No change to the Temple Ship&#039;s layout or enemy composition, except that the Uber Ethereal&#039;s cutscene has &#039;&#039;Inception&#039;&#039;-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed.&lt;br /&gt;
&lt;br /&gt;
==EXALT (New Faction)==&lt;br /&gt;
{{main|EXALT (EU2012)}}&lt;br /&gt;
{{:EXALT (EU2012)}}&lt;br /&gt;
===EXALT Units===&lt;br /&gt;
{{main|EXALT Units (EU2012)}}&lt;br /&gt;
{{:EXALT Units (EU2012)}}&lt;br /&gt;
===EXALT Weapons===&lt;br /&gt;
{{main|EXALT Weapons (EU2012)}}&lt;br /&gt;
{{:EXALT Weapons (EU2012)}}&lt;br /&gt;
===Covert Operations===&lt;br /&gt;
{{main|Covert Operations (EU2012)}}&lt;br /&gt;
{{:Covert Operations (EU2012)}}&lt;br /&gt;
====Covert Operative====&lt;br /&gt;
{{main|Covert Operative (EU2012)}}&lt;br /&gt;
{{:Covert Operative (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
{{main|Covert Extraction (EU2012)}}&lt;br /&gt;
{{:Covert Extraction (EU2012)}}&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
{{main|Covert Data Recovery (EU2012)}}&lt;br /&gt;
{{:Covert Data Recovery (EU2012)}}&lt;br /&gt;
===EXALT Base Raid===&lt;br /&gt;
{{main|EXALT Base Raid (EU2012)}}&lt;br /&gt;
{{:EXALT Base Raid (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==XCOM Changes==&lt;br /&gt;
===Soldiers/S.H.I.V.s===&lt;br /&gt;
* Barracks capacity is now limited to 70 soldiers instead of the 99 possible on EU.&lt;br /&gt;
* [[S.H.I.V. (EU2012)|S.H.I.V.s]] can also be further [[Foundry (EU2012)|upgraded]], based on the new MEC [[Abilities (EU2012)|abilities]].&lt;br /&gt;
====Classes/Abilities====&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; has now been redesigned to - &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into [[Cover (EU2012)|cover]].&lt;br /&gt;
* Assault&#039;s &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; HP bonus has been changed. The new values are +1 for Body Armor, +4 for Carapace, +2 for Skeleton Suit, +4 for Titan, +4 for Archangel and +2 HPs for Ghost (and presumably for Psi Armor as well). &lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now allows the unit to fire before the enemy uses its weapon.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; now gives 2 extra uses of smoke grenade instead of 2. &lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now reads: &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
**Applies to all grenades, [[Arc Thrower (EU2012)|Arc Thrower]] and [[Medikit (EU2012)|Medikits]]. Does not apply to abilities like Smoke Grenades, Rockets or Battle Scanner. No info if it affects [[Combat Stims (EU2012)|Combat Stims]].&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; now reads: &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
** Penalty reduced from -20 to -10 Aim. &lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; now reads: &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.&#039;&#039;&lt;br /&gt;
* [[Heavy (EU2012)|Heavy&#039;s]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; now reduced to 50% extra damage, it reads: &#039;&#039;Confers +50% damage against robotic enemies.&#039;&#039;&lt;br /&gt;
* Heavy&#039;s &#039;&#039;&#039;Grenadier&#039;&#039;&#039; changed to: &#039;&#039;Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Soldier Rank Progression====&lt;br /&gt;
[[Soldiers (EU2012)|Soldier]] rank progression has been delayed to balance the new MECs and [[Gene Mods (EU2012)|GMods]]. &lt;br /&gt;
&lt;br /&gt;
In general, Experience Points (XP) requirements have been increased from 20 to 30%. MEC soldiers gain only 50% of the normal experience points received through kills. Psionic XP requirements have not been changed. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ XP Required per Rank&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Rank !! width=&amp;quot;120px&amp;quot; | Points Required || Points Required (EW DLC)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK ROOKIE.png|24px]] Rookie || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90 || 90&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CORPORAL.png|24px]] Corporal || 300 || 480&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SERGEANT.png|24px]] Sergeant || 510 || 700&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745 || 925&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CAPTAIN.png|24px]] Captain  || 1100 || 1380&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK MAJOR.png|24px]] Major  || 1560 || 1840&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK COLONEL.png|24px]] Colonel || 2150 || 2550&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Specialist || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Operative || 120 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Medals====&lt;br /&gt;
{{main|Medals (EU2012)}}&lt;br /&gt;
{{:Medals (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===New Items===&lt;br /&gt;
====Needle Grenade====&lt;br /&gt;
{{main|Needle Grenade (EU2012)}}&lt;br /&gt;
{{:Needle Grenade (EU2012)}}&lt;br /&gt;
====Flashbang Grenade====&lt;br /&gt;
{{main|Flashbang Grenade (EU2012)}}&lt;br /&gt;
{{:Flashbang Grenade (EU2012)}}&lt;br /&gt;
====Gas Grenade====&lt;br /&gt;
{{main|Gas Grenade (EU2012)}}&lt;br /&gt;
{{:Gas Grenade (EU2012)}}&lt;br /&gt;
====Ghost Grenade====&lt;br /&gt;
{{main|Ghost Grenade (EU2012)}}&lt;br /&gt;
{{:Ghost Grenade (EU2012)}}&lt;br /&gt;
====Mimic Beacon====&lt;br /&gt;
{{main|Mimic Beacon (EU2012)}}&lt;br /&gt;
{{:Mimic Beacon (EU2012)}}&lt;br /&gt;
====Reaper Rounds====&lt;br /&gt;
{{main|Reaper Rounds (EU2012)}}&lt;br /&gt;
{{:Reaper Rounds (EU2012)}}&lt;br /&gt;
====Respirator Implant====&lt;br /&gt;
{{main|Respirator Implant (EU2012)}}&lt;br /&gt;
{{:Respirator Implant (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===[[Foundry (EU2012)|Foundry]] Changes===&lt;br /&gt;
* The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab. &lt;br /&gt;
====New Projects====&lt;br /&gt;
[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|right|128px|Sentinel Drone]]&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;We&#039;ve been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we&#039;ve been able to retain its repair capability and use its spare AI cycles to improve the SHIV&#039;s situational firing heuristics.&#039;&#039;&lt;br /&gt;
** Requires [[Drone Autopsy (EU2012)|Drone Autopsy]] Research.&lt;br /&gt;
** Cost: §80, 10 Engineers, 20 Alloys, 10 Elerium, 7 days. &lt;br /&gt;
** Repairs 2hp per turn.&lt;br /&gt;
**Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|right|128px|Tactical Rigging]]&lt;br /&gt;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM&#039;s individual soldier protection systems. These will enable soldiers to bring a second item into battle.&#039;&#039;&lt;br /&gt;
** Requires [[Experimental Warfare (EU2012)|Experimental Warfare]] Research.&lt;br /&gt;
** Cost: §200, 5 Engineers, 4 Days&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|right|128px|Shaped Armor]]&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;The invaders&#039; mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.&#039;&#039;&lt;br /&gt;
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.&lt;br /&gt;
** Cost: §300, 20 Engineers, 40 Alloys, 20 Elerium, 14 days. &lt;br /&gt;
** Increases MEC stats by 3 HP. S.H.I.V. HP increase unknown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|right|128px|Advanced Servomotors]]&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;After a careful examination we&#039;ve been able to replicate the articulated joints of the Mechtoid, allowing for mobility improvements on both our cybersuits and SHIV Units.&#039;&#039;&lt;br /&gt;
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.&lt;br /&gt;
** Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers, 10 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|right|128px|Elerium Jelly]]&lt;br /&gt;
* &#039;&#039;&#039;Elerium Jelly&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Using Elerium in tactical situations is quite risky; in the absence of a full sized craft&#039;s regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.&#039;&#039;&lt;br /&gt;
** Requires [[Elerium (EU2012)|Elerium]] Research.&lt;br /&gt;
** Cost: §200, 50 Elerium, 15 Engineers, 10 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|right|128px|MEC Close Combat]]&lt;br /&gt;
* &#039;&#039;&#039;MEC Close Combat&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.&#039;&#039;&lt;br /&gt;
** Requires [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]] Foundry project.&lt;br /&gt;
** Cost: §200, 30 Alloys, 5 Engineers, 7 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Officer Training School===&lt;br /&gt;
* The &#039;&#039;&#039;Iron Will&#039;&#039;&#039; perk now only requires Sergeant rank instead of Major.&lt;br /&gt;
* The &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; perk has been removed, due to the addition of the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; Gene Mod.&lt;br /&gt;
[[File:OTS LEAD BY EXAMPLE (EU2012).png|right|Lead By Example]]&lt;br /&gt;
* Instead there&#039;s a new ability: &#039;&#039;&#039;Lead By Example&#039;&#039;&#039; (§50 cost, Lieutenant rank required) - &#039;&#039;The squad leader substitutes his or her Will for that of all nearby lower Will squadmates&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===Difficulty===&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes has been slightly increased. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties.&lt;br /&gt;
* Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible difficulties.&lt;br /&gt;
* The Tutorial cannot be toggled without toggling the Meld Tutorial as well.&lt;br /&gt;
** The Meld Tutorial is named Gateway.&lt;br /&gt;
====Research Times====&lt;br /&gt;
*Research times have been increased by +40% on Classic and by 70% on Impossible difficulties.&lt;br /&gt;
*This applies to all techs, except:&lt;br /&gt;
** Xenobiology&lt;br /&gt;
** Weapon Fragments&lt;br /&gt;
** Alien Materials&lt;br /&gt;
** Experimental Warfare&lt;br /&gt;
** Meld&lt;br /&gt;
====Satellite Uplink and Nexus Costs====&lt;br /&gt;
* The cost of the [[Satellite Uplink (EU2012)|Satellite Uplink]] has been decreased to §100 (from §150) and the [[Satellite Nexus (EU2012)|Satellite Nexus]] to §250 (from §300).&lt;br /&gt;
====Workshop adjacency bonus====&lt;br /&gt;
* The adjacency bonus for workshops has been increased from 7% to 10% when building vehicles, Foundry projects and facilities.&lt;br /&gt;
&lt;br /&gt;
====Plasma Weapons Cost====&lt;br /&gt;
* Building Costs for all plasma weapons have been increased, with the exception of the Plasma Pistol, in the Classic/Impossible difficulties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Plasma Light Rifle !! Plasma Rifle !! Alloy Cannon !! Heavy Plasma !! Plasma Sniper Rifle !! Blaster Launcher&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
 &lt;br /&gt;
*Old: §125, 15 Elerium, 20 Alloys&lt;br /&gt;
*New: §180, 30 Elerium, 30 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §200, 20 Elerium, 30 Alloys&lt;br /&gt;
* New: §300, 40 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §200, 20 Elerium, 50 Alloys&lt;br /&gt;
* New: §300, 40 Elerium, 75 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §250, 30 Elerium, 30 Alloys&lt;br /&gt;
* New: §375, 60 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §250, 25 Elerium, 30 Alloys&lt;br /&gt;
* New: §375, 60 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §275, 65 Elerium, 50 Alloys&lt;br /&gt;
* New: §400, 120 Elerium, 75 Alloys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====New [[Second Wave (EU2012)|Second Wave]] options====&lt;br /&gt;
The Second Wave settings can be consulted during a game but it can&#039;t be changed. Second Wave also has new options:&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – &#039;&#039;Loading a save game will reset the random number seed, so taking an identical action may yield different results.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – &#039;&#039;Units receive an aim bonus the closer they are to flanking an enemy.&#039;&#039;&lt;br /&gt;
**Works also against your soldiers: the closer an enemy gets to [[Flanking (EU2012)|flanking]] a [[Soldiers (EU2012)|soldier]], the less [[Cover (EU2012)|cover]] bonus the soldier receives.&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - &#039;&#039;Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch.&#039;&#039;&lt;br /&gt;
** This applies to aliens with ranged attack which doesn&#039;t take cover, namely [[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
* &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - &#039;&#039;Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modifications.&#039;&#039;&lt;br /&gt;
=====Training Roulette=====&lt;br /&gt;
{{main|Training Roulette (EU2012)}}&lt;br /&gt;
{{:Training Roulette (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===Tactical===&lt;br /&gt;
* Non-Cover Aliens ([[Sectopod (EU2012)|Sectopod]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Mechtoid (EU2012)|Mechtoid]]) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].&lt;br /&gt;
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire is less deadly.&lt;br /&gt;
* Alien starting areas have been changed.&lt;br /&gt;
* The orange sound wave has been replaced with a blue one, while the orange one is now used to indicate Meld locations.&lt;br /&gt;
* On Terror missions, AoE attacks will have the &amp;quot;Friendly Fire&amp;quot; warning for civillians.&lt;br /&gt;
* While opening doors or deactivating power nodes and the like still do not cost any Actions, a soldier still needs to &#039;&#039;have&#039;&#039; available actions in order to do them: no dashing, and then manual selection of the soldier to trigger a device. Case in point; if a Meld Canister has a timer of 1, your soldier needs to have it within range of 1 move to make it (Assaults activating Run and Gun can still get it). NOTE: You cannot collect Meld on a diagonal, there are only four squares around each Meld canister that allows collection.&lt;br /&gt;
* [[Civilian (EU2012)|Civilians]] (including those on Council missions) now have the following HPs on the different difficulty levels (E/N/C/I): 3/3/3/2. They won&#039;t be automatically killed if hit by hostile fire that deals less that 3 (or 2 on Impossible) damage.&lt;br /&gt;
* Reaction fire has been changed. Where on EU the [[Aim (EU2012)|Aim]] penalty was fixed, -20 Aim when taking an [[Overwatch (EU2012)|Overwatch]] shot and -40 if the target was dashing, on EW each action gives 0.7 modifier to the soldier&#039;s Aim. &lt;br /&gt;
** To exemplify, a soldier with 100 Aim had 80 Chance to Hit on Overwatch and 60 if the target was dashing. On EW, the values are 70 Chance to Hit and 49 (70*0.7) if the target is dashing.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* Some of the old EU [[Maps (EU2012)|maps]] have been slightly tweaked, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]] such as [[StreetOverpass (EU2012)|Street Overpass]]. &lt;br /&gt;
* There are 44 maps included with Enemy Within. These are broken down in 14 entirely new maps, 6 new maps based on existing ones, 4 old maps with different starting areas, and 20 Covert Operations maps (10 [[Covert Data Recovery (EU2012)|Covert Data Recovery]] and 10 [[Covert Extraction (EU2012)|Covert Extraction]]), that reuse both old and new maps. &lt;br /&gt;
* The old and new maps are mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay.&lt;br /&gt;
* There are 8 new maps available for [[Multiplayer (EU2012)|Multiplayer]], including a different version of XCOM HQ.&lt;br /&gt;
* There&#039;s four new maps that deal with crashed [[UFOs (EU2012)|UFOs]]. 3 of those are in a destroyed city environments and one in a Farm, in homage to the [[X-COM|original game]]. &lt;br /&gt;
* The [[Progeny (EU2012)|Progeny]] campaign adds 3 new maps. One ([[Deluge (EU2012)|Deluge]]) takes place in a dam, while the [[Furies (EU2012)|Furies]] map takes place in the Alps (with a snowy environment) and is centered around an [[Abductor (EU2012)|Abductor]] UFO. &lt;br /&gt;
* One of the new Council missions ([[Site Recon (EU2012)|Site Recon]]) takes place on a coastal whaling station.  &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] has now also a Terror site version, along with the old version.&lt;br /&gt;
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]). &lt;br /&gt;
* The [[Museum (EU2012)|Museum]] map has been removed for both [[Alien Abductions (EU2012)|Abductions]] and the Council mission. The  Terror version of [[StreetHurricane (EU2012)|Street Hurricane]] replaces the Museum map for the Thomas Hutch [[Extraction (EU2012)|extraction]] mission.&lt;br /&gt;
* [[GasStation (EU2012)|GasStation]] and [[Demolition (EU2012)|Demolition]] maps have been replaced by new versions.&lt;br /&gt;
* The [[HighwayFallen (EU2012)|HighwayFallen]] map can now be played as a Terror mission. &lt;br /&gt;
&lt;br /&gt;
====List of New Maps====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! &#039;&#039;&#039;New Maps&#039;&#039;&#039;!! &#039;&#039;&#039;Redesigned Maps&#039;&#039;&#039; !! &#039;&#039;&#039;Different Starting Areas&#039;&#039;&#039; !! &#039;&#039;&#039;Covert Extraction&#039;&#039;&#039; !! &#039;&#039;&#039;Covert Data Recovery&#039;&#039;&#039; !! &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Small Scout Farm&lt;br /&gt;
*Small Scout Nuked City&lt;br /&gt;
*Small Scout Roadhouse&lt;br /&gt;
*Large Scout City&lt;br /&gt;
*Pier A Terror&lt;br /&gt;
*Office Paper Terror&lt;br /&gt;
*Portent (Progeny)&lt;br /&gt;
*Deluge (Progeny)&lt;br /&gt;
*Furies (Progeny)&lt;br /&gt;
*EXALT HQ Assault&lt;br /&gt;
*XCOM HQ Assault&lt;br /&gt;
*XCOM HQ Multiplayer &lt;br /&gt;
*Meld Tutorial - a.k.a. Ice Cream Shop&lt;br /&gt;
*Chryssalid Hive&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Demolition (EWI)&lt;br /&gt;
*Fast Food (EWI) - a.k.a. Bank&lt;br /&gt;
*Office Paper (EWI) - a.k.a. Tire Shop&lt;br /&gt;
*Highway Construction (EWI)&lt;br /&gt;
*Street Overpass (EWI)&lt;br /&gt;
*Gas Station (EWI)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Research Outpost (EWI)&lt;br /&gt;
*Convienience Store (EWI)&lt;br /&gt;
*Truck Stop (EWI)&lt;br /&gt;
*Commercial Alley (EWI)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Military Ammo&lt;br /&gt;
*Liquor Store&lt;br /&gt;
*Trainyard&lt;br /&gt;
*Highway Construction (EWI)&lt;br /&gt;
*Convienience Store (EWI)&lt;br /&gt;
*PierA Terror&lt;br /&gt;
*Street Overpass (EWI)&lt;br /&gt;
*Commercial Alley (EWI)&lt;br /&gt;
*Research Outpost (EWI)&lt;br /&gt;
*Portent&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Industrial Office&lt;br /&gt;
*Rooftops Const&lt;br /&gt;
*Boulevard&lt;br /&gt;
*Gas Station (EWI)&lt;br /&gt;
*Truck Stop (EWI)&lt;br /&gt;
*Demolition (EWI)&lt;br /&gt;
*Highway Construction&lt;br /&gt;
*Office Paper (EWI)&lt;br /&gt;
*Police Station&lt;br /&gt;
*Commercial Restaurant&lt;br /&gt;
|&lt;br /&gt;
*Rooftops Construction&lt;br /&gt;
*Observatory - Research Outpost (EWI)&lt;br /&gt;
*Stop &#039;N Gulp - Gas Station (EWI)&lt;br /&gt;
*Ruined Fishing Village - Chryssalid Hive&lt;br /&gt;
*Back Alley - Commercial Alley (EWI)&lt;br /&gt;
*Fast Food Joint&lt;br /&gt;
*XCom HQ&lt;br /&gt;
*Wrecked Pier - PierA Terror&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg|Small Scout Farm&lt;br /&gt;
File:XCOM Enemy_Within 2.png|Deluge&lt;br /&gt;
File:XCOM Enemy_Within 4.png|Small Scout Farm&lt;br /&gt;
File:New Map EW (EU2012).jpg|Small Scout Farm&lt;br /&gt;
File:XCOM Enemy_Within 6.png|Furies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Missions===&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
{{main|Progeny (EU2012)}}&lt;br /&gt;
{{:Progeny (EU2012)}}&lt;br /&gt;
=====Portent=====&lt;br /&gt;
{{main|Portent (EU2012)}}&lt;br /&gt;
{{:Portent (EU2012)}}&lt;br /&gt;
=====Deluge=====&lt;br /&gt;
{{main|Deluge (EU2012)}}&lt;br /&gt;
{{:Deluge (EU2012)}}&lt;br /&gt;
=====Furies=====&lt;br /&gt;
{{main|Furies (EU2012)}}&lt;br /&gt;
{{:Furies (EU2012)}}&lt;br /&gt;
====XCOM HQ Base Defense====&lt;br /&gt;
{{main|XCOM Base Defense (EU2012)}}&lt;br /&gt;
{{:XCOM Base Defense (EU2012)}}&lt;br /&gt;
====Site Recon====&lt;br /&gt;
{{main|Site Recon (EU2012)}}&lt;br /&gt;
{{:Site Recon (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There is an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|squad]] lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalisation applies to soldiers [[Nicknames (EU2012)|nicknames]] as well.&lt;br /&gt;
* As part of the previous, Saudi Arabia has been replaced with Poland in the list of countries where you can recruit your soldiers. &lt;br /&gt;
* [[Memorial (EU2012)|Memorial]] (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** [[MEC Trooper (EU2012)|MEC Troopers]] have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors.&lt;br /&gt;
===Advanced Options===&lt;br /&gt;
Before starting a game it is possible to choose between a number of options:&lt;br /&gt;
*&#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Meld Tutorial&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Operation Slingshot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Operation Progeny&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ironman&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039; - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]]. &lt;br /&gt;
** Disables: warning about blowing up aliens, new UFO type comment, new armor &#039;demonstration&#039;, new alien type comment, &lt;br /&gt;
** Does not disable: Generator &amp;quot;watch your fire&amp;quot; comment, Computer &amp;quot;Bring it back&amp;quot; comment, Stasis Tank comment in Alien Base, comments at start of Council Missions&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Achievements==&lt;br /&gt;
{{Main|Achievements (EU2012)}}&lt;br /&gt;
The following [[Achievements (EU2012)|achievements]] are available on all platforms.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Anger Management&lt;br /&gt;
|Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Neural Feedback&#039;s base damage is 7. Weaken it before the Sectoid Commander&#039;s/Ethereal&#039;s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Steel Martyr&lt;br /&gt;
|Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Muscle Fiber Density Gen Mod&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Someone Your Own Size&lt;br /&gt;
|Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|Progeny (Slingshot type Council mission)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Ours are the Furies&lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Medics will be carrying the EXALT Laser Assault Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Bugs (EU2012)|Bug]] Fixes==&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
** This includes the &#039;glitch&#039; of a cornered alien that&#039;s flanked and being Overwatched going into &amp;quot;panic&amp;quot; (a.k.a. &amp;quot;Overwatch Freeze&amp;quot;) and no longer taking actions.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help [[Mods (EU2012)|modders]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more [[Maps (EU2012)|maps]] for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
* EXALT units can be used.&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
===[[The Bureau: XCOM Declassified]]===&lt;br /&gt;
====William Carter====&lt;br /&gt;
{{Main|William Carter (EU2012)}}&lt;br /&gt;
{{Main|William Carter (Bureau)}}&lt;br /&gt;
* Giving a soldier the name &#039;&#039;&#039;[[William Carter (Bureau)|William Carter]]&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]] in homage to the main character on the Bureau.&lt;br /&gt;
* Carter&#039;s fedora hat is now available as a new hair style.&lt;br /&gt;
{{:William Carter (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
* The [[Meld Recombination (EU2012)|Meld Recombination]] research project states on the project results description: &amp;quot;While searching our records for any references to a material with similar properties, I uncovered a number of redacted data stores created in the 1960s, but much of that information appears to be lost&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===[[TFTD|X-COM: Terror From The Deep]]===&lt;br /&gt;
* During the mission on the Chryssalid Hive, which takes place on a small fishing village off Canada, [[Bradford (EU2012)|Bradford]] will comment &amp;quot;That ship didn&#039;t just run aground... it looks like it was overrun. I&#039;d say that&#039;s the likely source of our Chryssalid problem... I guess we should just be thankful it wasn&#039;t a [[Shipping_Lane_Mission|cruise liner]].&amp;quot;&lt;br /&gt;
* Afterwards, if the mission is successful, the debriefing will say: &amp;quot;We&#039;ve got a hint of how at least one of the aliens would transform the Earth, if given the chance. We&#039;ll have to assess future risk to the world&#039;s oceans from the Chryssalid reproductive processes the squad documented.&amp;quot;&lt;br /&gt;
===Firaxis Games/Sid Meier===&lt;br /&gt;
[[File:DeAngelis Bank Picture.png|128px|right|DeAngelis game image]]&lt;br /&gt;
* A picture of Garth DeAngelis, Lead Producer on Enemy Unknown and Associate Producer on Enemy Within, can be seen on the FastFood EWI map, a.k.a Bank.&lt;br /&gt;
* One EW achievement is called &#039;&#039;&#039;Remington... Max Remington&#039;&#039;&#039; (&#039;&#039;Sid Meier&#039;s Covert Action&#039;&#039;)&lt;br /&gt;
* Two new lines of dialogue have been added to Bradford:&lt;br /&gt;
** &amp;quot;Don&#039;t patch that through - No....we&#039;re here to track alien activity, not investigate haunted houses.&amp;quot; (&#039;&#039;Haunted Hollow&#039;&#039;)&lt;br /&gt;
** &amp;quot;I don&#039;t want to hear anything else about forming an ace patrol... we don&#039;t have time for alien dogfights.&amp;quot; (&#039;&#039;Sid Meier&#039;s Ace Patrol&#039;&#039;)&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=55178</id>
		<title>Workshop (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=55178"/>
		<updated>2014-01-10T23:09:49Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */ Adjacency bonus EW DLC increase.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }}&lt;br /&gt;
[[Image:workshopEU.jpg|right|200px|A workshop]]&lt;br /&gt;
Each workshop adds 5 engineers to our staff. Adjacency Bonus: 7% refund on resources used when building vehicles, foundry projects and facilities.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Facilities Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|manpower=6 engineers, 2nd workshop +15 Engineers, next ones +10&lt;br /&gt;
|costs=§150&lt;br /&gt;
|power=3&lt;br /&gt;
|maintenance=§26 per month&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|provides=5 engineers&lt;br /&gt;
|adjacency=7% per workshop&lt;br /&gt;
|}}&lt;br /&gt;
* Europe&#039;s continent bonus &amp;quot;Expert Knowledge&amp;quot; will lower the cost and maintenance cost of a workshop with 50%. The price will be §75 for a workshop.&lt;br /&gt;
* The adjacency bonus in Enemy Within has increased the bonus from 7% to 10% when building vehicles, Foundry projects and facilities.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=55177</id>
		<title>MEC Trooper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=55177"/>
		<updated>2014-01-10T23:03:08Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MEC Squad (EU2012).png|right|thumb|400px|A MEC Squad]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: &amp;quot;Warrior in the Machine&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The MEC Trooper is a new [[Classes (EU2012)|class]] of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class, except Psionic) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. It costs §10 and 10 Meld to transform a soldier into a MEC Trooper. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.&lt;br /&gt;
&lt;br /&gt;
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they&#039;re a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can&#039;t use [[Cover (EU2012)|Cover]] like regular soldiers they&#039;re equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can&#039;t carry regular [[Equipment (EU2012)|items]] but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. &lt;br /&gt;
:&#039;&#039;&#039;Tactical Subsystems:&#039;&#039;&#039; &lt;br /&gt;
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: Kinetic Strike Module or Flamethrower, §25, 40 Meld &lt;br /&gt;
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]: Grenade Launcher or Restorative Mist, §32, 60 Meld, 10 Engineers &lt;br /&gt;
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: Proximity Mine Launcher or Electro Pulse, §106, 100 Meld, 25 Engineers &lt;br /&gt;
&lt;br /&gt;
The MEC&#039;s Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
MEC Troopers gain a total of +10 [[Aim (EU2012)|Aim]] points upon reaching Colonel rank, together with a total of +4 HP and +14 Will through promotions. &lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:&lt;br /&gt;
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; - &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - &#039;&#039;&#039;Body Shield&#039;&#039;&#039; - &#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; - &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; - &#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers +15 Defense when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.  Has an unlisted 1-turn cooldown.&#039;&#039;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;One For All&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tips &amp;amp; Trix====&lt;br /&gt;
* MEC Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a Sergeant-ranked soldier, he/she would get a Sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.&lt;br /&gt;
* A MEC Trooper who is converted will retain their stats from before conversion, meaning you may want to put off augmenting your (non-Heavy) soldiers until already high ranked, since the Support, Assault and Sniper classes have better stat progression than the MEC Trooper class.&lt;br /&gt;
** Heavies are best augmented at Lieutenant rank to ensure additional stats, especially with Second Wave options enabled.&lt;br /&gt;
* The [[Cybernetics Lab (EU2012)|Cybernetics Lab]] can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.&lt;br /&gt;
*Any soldiers tested positive with [[Psionic (EU2012)|Psionic]] ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.&lt;br /&gt;
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can&#039;t go into cover, so giving it the defensive bonus while in cover is pointless).&lt;br /&gt;
* If the damage suffered is in excess of the [[MEC Suit (EU2012)|MEC Suit]]&#039;s HPs then the soldier will have to endure wound recovery time. &lt;br /&gt;
* If the MEC Trooper is killed, the MEC Suit has to be repaired with small cost.&lt;br /&gt;
* MECs are very expensive to purchase, costing up to 200 [[Meld (EU2012)|Meld]] to create a MEC and equip it with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]].&lt;br /&gt;
* MEC Suits came with the [[Minigun (EU2012)|Minigun]] as its default Primary Weapon: more advanced primary weapons need to be manufactured in [[Engineering (EU2012)|Engineering]] before being deployed.&lt;br /&gt;
* They are immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. &lt;br /&gt;
* MEC Troopers can be healed with [[Medikit (EU2012)|Medikits]], [[MEC-2 Sentinel (EU2012)|Restorative Mist]], [[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]] and by captured [[Drone (EU2012)|Drones]]. Repairing with Arc Throwers is arguably more efficient, since if you don&#039;t stun any enemies, an Arc Thrower could be used to heal your MECs and save Medikits for your other soldiers. Deep Pockets will increase Arc Thrower usage to three, which could allow for seven healing uses between Field Medic and Medikits.&lt;br /&gt;
* MECs can&#039;t use [[Cover (EU2012)|Cover]] (so they can&#039;t be flanked). To compensate that they have &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* MECs can climb over half cover berms and up ledges, but are too heavy to use ladders and drainpipes to scale buildings, they can however use alien grav lifts.&lt;br /&gt;
* MECs rely on the [[Foundry (EU2012)|Foundry]] for several essential upgrades through different projects:&lt;br /&gt;
** Mobility: [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] - gives +3 [[Movement (EU2012)|movement]] points.&lt;br /&gt;
** Armor: [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] - gives 3 additional HPs.&lt;br /&gt;
** Flamethrower: [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] - increases weapon&#039;s damage from 6 to 9.&lt;br /&gt;
** Kinetic Strike Module: [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] - increases weapon&#039;s damage from 12 to 18 and using the Kinetic Strike as first action doesn&#039;t automatically end the MEC&#039;s turn. &lt;br /&gt;
* MEC Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Tactical Subsystems===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-1 (EU2012).png|30px]] &#039;&#039;&#039;MEC-1 Warden&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC FLAMETHROWER.png|32px]] &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; vs &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039; [[File:MEC KINETIC STRIKE MODULE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
*These are both short range weapons and useful in similar situations, so the choice is mostly down to personal taste. &lt;br /&gt;
* The Flamethrower is more effective against many weak units, while Kinetic Strike is more useful for taking down single tough units. If you don&#039;t intend to be close enough to use either most of the time, then take Kinetic Strike for the bonus mobility.&lt;br /&gt;
*Both the Kinetic Strike and the Flamethrower do not work against airborne enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;&lt;br /&gt;
*The Flamethrower&#039;s biggest perk is that it can strike multiple enemies, and with much more area of effect and greater damage than grenades, though it has a limited number of uses per mission.&lt;br /&gt;
*The high damage output of 6 means that Sectoids, Floaters, Thin Men, and Outsiders will be killed with a discharge of the Flamethrower. Later, after developing the [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] project, the damage from fire is increased to 9, allowing it to kill Mutons and Chryssalids, and severely damage other alien species or EXALT troops.  &lt;br /&gt;
*Robotic enemies are immune to flamethrowers. This includes both other MEC Troopers and [[S.H.I.V. (EU2012)|S.H.I.V.s]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;&lt;br /&gt;
*The Kinetic Strike Module (KSM) offers custom kill animations on [[Mechtoid (EU2012)|Mechtoids]], [[Berserker (EU2012)|Berserkers]], and [[Sectopod (EU2012)|Sectopods]], and has unlimited uses.&lt;br /&gt;
*Use caution when striking Sectopods: they&#039;re not knocked back and their death explosion will do 5 damage to the area nearby.&lt;br /&gt;
*Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.&lt;br /&gt;
**Vehicles explode instantly to flying bodies. On occasion, you might be able to take advantage of this to do combos.&lt;br /&gt;
**Cyberdiscs will be knocked back and &#039;&#039;then&#039;&#039; explode. Be careful not to accidentally punch one at an ally.&lt;br /&gt;
*Be careful not to destroy an ally&#039;s cover when striking an alien as the last act of your turn.&lt;br /&gt;
*Unlike the Berserker and the [[Chryssalid (EU2012)|Chryssalids]], you cannot strike from a diagonal square; you must be in one of the 4 adjacent squares to your target.&lt;br /&gt;
*Besides increasing its damage output from 12 to 18, the Foundry&#039;s [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] project allows the MEC to use the KSM as first action and move afterwards.&lt;br /&gt;
*The KSM also gives the MEC Trooper 4 extra movement points, or an additional 3 tiles. &lt;br /&gt;
*In free aim mode the KSM can be a way to punch through walls without the need to use valuable explosives.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-2 (EU2012).png|30px]] &#039;&#039;&#039;MEC-2 Sentinel&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC GRENADE LAUNCHER.png|32px]] &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; vs &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039; [[File:MEC RESTORATIVE MIST.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
* A choice of offense vs defense.&lt;br /&gt;
* Both benefit from the MEC Trooper having the &#039;&#039;&#039;Extended Storage&#039;&#039;&#039; ability, giving each 1 more use, for a total of 3 grenades or 2 Mists.  &lt;br /&gt;
&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
*Note that MECs already have a cover destroying area effect attack in Collateral Damage, but Grenade Launcher has a longer range, wider area of effect, and doesn&#039;t use your ammo clip.&lt;br /&gt;
**The grenades deal 4 damage but this can be upgraded to 5 through the Foundry&#039;s [[Foundry (EU2012)#Alien Grenades|Alien Grenades]] project. &lt;br /&gt;
**Grenades are fired in a ballistic arc, so can hit enemies behind terrain and on roofs that are out of direct line of sight.&lt;br /&gt;
*The Grenade Launcher is a great combination with the Proximity Mine Launcher for a Fire Support MEC that engages enemies from distance. &lt;br /&gt;
&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;&lt;br /&gt;
*Restorative Mist works on the user as well as any surrounding units within a circle.&lt;br /&gt;
**The Mist heals up to 4 damage but this can be upgraded to 6 through the Foundry&#039;s [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] project.&lt;br /&gt;
*Due to its limited use it is more efficient to apply Restorative Mist to heal several soldiers at once, rather than just the MEC Trooper carrying it. A single use of the Mist on the entire squad can heal up to 24 or more HPs. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-3 (EU2012).png|30px]] &#039;&#039;&#039;MEC-3 Paladin&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC PROXIMITY MINE.png|32px]] &#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; vs &#039;&#039;&#039;Electro Pulse&#039;&#039;&#039; [[File:MEC ELECTRO PULSE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; &lt;br /&gt;
* Proximity Mine Launcher is a more broadly applicable tactical weapon. Can be used on enemies that are out of sight, especially groups of inactive aliens that have been spotted by another soldier made invisible through [[Ghost Armor (EU2012)|Ghost Armor]], [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]].&lt;br /&gt;
** There was a game-crashing bug if an enemy sky dropped on to a Proximity Mine, which has been fixed.&lt;br /&gt;
* The mines can be set off by other explosions, such as grenades or rockets allowing for nice damage combos. &lt;br /&gt;
* If the MEC Trooper is MCed, the mines will also &amp;quot;switch sides&amp;quot; and only go off on XCOM soldiers and MC&#039;ed aliens.&lt;br /&gt;
&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;&lt;br /&gt;
* Electro Pulse would be most useful for a MEC that likes to get up close and personal. Robots, particularly Sectopods, can do tremendous damage if left up, so the ability to stun them is quite useful in the event you can&#039;t kill them on the turn you see them. &lt;br /&gt;
** Sectopods that have prepped a Cluster Bomb will not be stopped from unleashing it if they are stunned with Electro Pulse.&lt;br /&gt;
&lt;br /&gt;
===Bonus Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS ASSAULT.png|30px]] &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Assault&#039;s &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; works well with a close combat oriented MEC, and helps to protect against melee enemies.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS HEAVY.png|30px]] &#039;&#039;&#039;Heavy&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC BODY SHIELD.png|32px]] &#039;&#039;&#039;Body Shield&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;&#039;Body Shield&#039;&#039;&#039; is the most generically useful defensive ability, giving the MEC good protection from a single unit, but it won&#039;t help much if you let your MEC get swarmed. It also won&#039;t help much against melee attacks, since they automatically hit.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS SNIPER.png|30px]] &#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC PLATFORM STABILITY.png|32px]] &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Sniper&#039;s &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; is great for a fire support MEC, and becomes especially powerful once the MEC gains &#039;&#039;&#039;Overdrive&#039;&#039;&#039; and can use its first move action to fire.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS SUPPORT.png|30px]] &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC DISTORTION FIELD.png|32px]] &#039;&#039;&#039;Distortion Field&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Support&#039;s &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; is a strong defensive buff for nearby troopers, but doesn&#039;t help the MEC itself since it doesn&#039;t use cover. &lt;br /&gt;
* Does not stack if a soldier is in two or more defensive fields of several MECs.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC ADVANCED FIRE CONTROL.png|32px]] &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; vs &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
* Advanced Fire Control is the most useful of both abilities, specially on a MEC Trooper with &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&lt;br /&gt;
* Automated Threat Assessment is cancelled when the the MEC fires, which makes it dubiously useful. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC VITAL POINT TARGETING.png|32px]] &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; vs &#039;&#039;&#039;Damage Control&#039;&#039;&#039; [[File:MEC DAMAGE CONTROL.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&lt;br /&gt;
* Vital-Point Targeting also confers bonus against [[EXALT (EU2012)|EXALT]] units.&lt;br /&gt;
* This ability works either for Fire Support or Close Assault MECs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
* Damage Control is also suited for Close Assault MECs that are on the midst of a prolonged engagement. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC JET BOOT MODULE.png|32px]] &#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039; vs &#039;&#039;&#039;One For All&#039;&#039;&#039; [[File:MEC ONE FOR ALL.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
*One For All and Jet Boots are free actions with unlimited uses, but can&#039;t be used after the MEC has spent both of its actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&lt;br /&gt;
*MECs can&#039;t climb ladders or drainpipes, so if you want your MEC to be able to get on top of buildings Jet Boots is the only way.&lt;br /&gt;
*Jet Boots are more suited for Close Assault MECs, who need a lot of mobility to survive. But they can also be used by Fire Support MECs to gain height advantage when firing their primary weapon at targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One For All&#039;&#039;&#039;&lt;br /&gt;
*One For All can be used as &amp;quot;emergency cover&amp;quot;. If a soldier is flanked by enemies and can&#039;t move (or you don&#039;t want to move), you can move your MEC to them and One For All to give them cover.&lt;br /&gt;
*Restorative Mist, Grenade Launcher, Proximity Mines and Electro Pulse can be used while a MEC uses One For All and not end the ability.&lt;br /&gt;
*If Reactive Targeting Sensors is taken, a MEC using One For All will deactivate One For All when fired upon, leaving any soldiers using the MEC for cover exposed.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC REPAIR SERVOS.png|32px]] &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; vs &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; [[File:MEC EXPANDED STORAGE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&lt;br /&gt;
* Repair Servos are the most likely choice for a Close Assault MEC since it will allow it to restore some HPs during a prolonged fight without having to pull back for healing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
* A Fire Support or a MEC with Restorative Mist will likely want Expanded Storage, since with [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] that gives the same amount of healing as Repair Servos just on the MEC itself, though you may find some value in Repair Servos not needing to spend an action.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK MAJOR.png|30px]] &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC OVERDRIVE.png|32px]] &#039;&#039;&#039;Overdrive&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; does not count for this ability, and will end the turn if used as the first action.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC ABSORTION FIELDS.png|32px]] &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; vs &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; [[File:MEC REACTIVE TARGETING SENSORS.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&lt;br /&gt;
*Given that a Colonel-level MEC Trooper is probably piloting a [[MEC-3 Paladin (EU2012)|Paladin MEC]], they&#039;ll have 26 HP (29 with [[Foundry (EU2012)#Shaped Armor|Shaped Armor]]), this means that only attacks that do more than 8-9 damage will be affected by Absorption Fields, which essentially means it&#039;ll only trigger against critical hits, which MECs rarely take anyways, or [[Sectopod (EU2012)|Sectopods]], which do 10 Damage, so you&#039;re only saving 1 HP.&lt;br /&gt;
**However, Paladins are very expensive, costing 200 Meld to build. If you have other MECs at Colonel, and not enough Paladins to go around, Absorption Fields might just be the thing to compensate for that loss of Health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&lt;br /&gt;
*Reactive Targeting Sensors will activate even if the MEC is not on [[Overwatch (EU2012)|Overwatch]], which can be useful for Dashing or Meld scouting without having to save an action for Overwatch.&lt;br /&gt;
**A MEC with this ability can effectively have two Overwatch shots. If an enemy moves before the MEC is attacked, the MEC will use its Overwatch first and Reactive Targeting Sensors second if the MEC is attacked afterwards.&lt;br /&gt;
*Reactive Targeting Sensors will even activate against targets that failed to Mind Control the MEC Trooper; a pseudo-form of [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]].&lt;br /&gt;
*Advanced Fire Control makes Reactive Targeting Sensors even more useful as a MEC can fire without aim penalty.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=55176</id>
		<title>MEC Trooper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=55176"/>
		<updated>2014-01-10T23:00:16Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Cost added for diffrent MEC suits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MEC Squad (EU2012).png|right|thumb|400px|A MEC Squad]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: &amp;quot;Warrior in the Machine&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The MEC Trooper is a new [[Classes (EU2012)|class]] of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class, except Psionic) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.&lt;br /&gt;
&lt;br /&gt;
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they&#039;re a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can&#039;t use [[Cover (EU2012)|Cover]] like regular soldiers they&#039;re equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can&#039;t carry regular [[Equipment (EU2012)|items]] but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. &lt;br /&gt;
:&#039;&#039;&#039;Tactical Subsystems:&#039;&#039;&#039; &lt;br /&gt;
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: Kinetic Strike Module or Flamethrower, §25, 40 Meld &lt;br /&gt;
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]: Grenade Launcher or Restorative Mist, §32, 60 Meld, 10 Engineers &lt;br /&gt;
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: Proximity Mine Launcher or Electro Pulse, §106, 100 Meld, 25 Engineers &lt;br /&gt;
&lt;br /&gt;
The MEC&#039;s Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
MEC Troopers gain a total of +10 [[Aim (EU2012)|Aim]] points upon reaching Colonel rank, together with a total of +4 HP and +14 Will through promotions. &lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:&lt;br /&gt;
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; - &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - &#039;&#039;&#039;Body Shield&#039;&#039;&#039; - &#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; - &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; - &#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers +15 Defense when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.  Has an unlisted 1-turn cooldown.&#039;&#039;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;One For All&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tips &amp;amp; Trix====&lt;br /&gt;
* MEC Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a Sergeant-ranked soldier, he/she would get a Sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.&lt;br /&gt;
* A MEC Trooper who is converted will retain their stats from before conversion, meaning you may want to put off augmenting your (non-Heavy) soldiers until already high ranked, since the Support, Assault and Sniper classes have better stat progression than the MEC Trooper class.&lt;br /&gt;
** Heavies are best augmented at Lieutenant rank to ensure additional stats, especially with Second Wave options enabled.&lt;br /&gt;
* The [[Cybernetics Lab (EU2012)|Cybernetics Lab]] can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.&lt;br /&gt;
*Any soldiers tested positive with [[Psionic (EU2012)|Psionic]] ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.&lt;br /&gt;
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can&#039;t go into cover, so giving it the defensive bonus while in cover is pointless).&lt;br /&gt;
* If the damage suffered is in excess of the [[MEC Suit (EU2012)|MEC Suit]]&#039;s HPs then the soldier will have to endure wound recovery time. &lt;br /&gt;
* If the MEC Trooper is killed, the MEC Suit has to be repaired with small cost.&lt;br /&gt;
* MECs are very expensive to purchase, costing up to 200 [[Meld (EU2012)|Meld]] to create a MEC and equip it with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]].&lt;br /&gt;
* MEC Suits came with the [[Minigun (EU2012)|Minigun]] as its default Primary Weapon: more advanced primary weapons need to be manufactured in [[Engineering (EU2012)|Engineering]] before being deployed.&lt;br /&gt;
* They are immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. &lt;br /&gt;
* MEC Troopers can be healed with [[Medikit (EU2012)|Medikits]], [[MEC-2 Sentinel (EU2012)|Restorative Mist]], [[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]] and by captured [[Drone (EU2012)|Drones]]. Repairing with Arc Throwers is arguably more efficient, since if you don&#039;t stun any enemies, an Arc Thrower could be used to heal your MECs and save Medikits for your other soldiers. Deep Pockets will increase Arc Thrower usage to three, which could allow for seven healing uses between Field Medic and Medikits.&lt;br /&gt;
* MECs can&#039;t use [[Cover (EU2012)|Cover]] (so they can&#039;t be flanked). To compensate that they have &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* MECs can climb over half cover berms and up ledges, but are too heavy to use ladders and drainpipes to scale buildings, they can however use alien grav lifts.&lt;br /&gt;
* MECs rely on the [[Foundry (EU2012)|Foundry]] for several essential upgrades through different projects:&lt;br /&gt;
** Mobility: [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] - gives +3 [[Movement (EU2012)|movement]] points.&lt;br /&gt;
** Armor: [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] - gives 3 additional HPs.&lt;br /&gt;
** Flamethrower: [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] - increases weapon&#039;s damage from 6 to 9.&lt;br /&gt;
** Kinetic Strike Module: [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] - increases weapon&#039;s damage from 12 to 18 and using the Kinetic Strike as first action doesn&#039;t automatically end the MEC&#039;s turn. &lt;br /&gt;
* MEC Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Tactical Subsystems===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-1 (EU2012).png|30px]] &#039;&#039;&#039;MEC-1 Warden&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC FLAMETHROWER.png|32px]] &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; vs &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039; [[File:MEC KINETIC STRIKE MODULE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
*These are both short range weapons and useful in similar situations, so the choice is mostly down to personal taste. &lt;br /&gt;
* The Flamethrower is more effective against many weak units, while Kinetic Strike is more useful for taking down single tough units. If you don&#039;t intend to be close enough to use either most of the time, then take Kinetic Strike for the bonus mobility.&lt;br /&gt;
*Both the Kinetic Strike and the Flamethrower do not work against airborne enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;&lt;br /&gt;
*The Flamethrower&#039;s biggest perk is that it can strike multiple enemies, and with much more area of effect and greater damage than grenades, though it has a limited number of uses per mission.&lt;br /&gt;
*The high damage output of 6 means that Sectoids, Floaters, Thin Men, and Outsiders will be killed with a discharge of the Flamethrower. Later, after developing the [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] project, the damage from fire is increased to 9, allowing it to kill Mutons and Chryssalids, and severely damage other alien species or EXALT troops.  &lt;br /&gt;
*Robotic enemies are immune to flamethrowers. This includes both other MEC Troopers and [[S.H.I.V. (EU2012)|S.H.I.V.s]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;&lt;br /&gt;
*The Kinetic Strike Module (KSM) offers custom kill animations on [[Mechtoid (EU2012)|Mechtoids]], [[Berserker (EU2012)|Berserkers]], and [[Sectopod (EU2012)|Sectopods]], and has unlimited uses.&lt;br /&gt;
*Use caution when striking Sectopods: they&#039;re not knocked back and their death explosion will do 5 damage to the area nearby.&lt;br /&gt;
*Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.&lt;br /&gt;
**Vehicles explode instantly to flying bodies. On occasion, you might be able to take advantage of this to do combos.&lt;br /&gt;
**Cyberdiscs will be knocked back and &#039;&#039;then&#039;&#039; explode. Be careful not to accidentally punch one at an ally.&lt;br /&gt;
*Be careful not to destroy an ally&#039;s cover when striking an alien as the last act of your turn.&lt;br /&gt;
*Unlike the Berserker and the [[Chryssalid (EU2012)|Chryssalids]], you cannot strike from a diagonal square; you must be in one of the 4 adjacent squares to your target.&lt;br /&gt;
*Besides increasing its damage output from 12 to 18, the Foundry&#039;s [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] project allows the MEC to use the KSM as first action and move afterwards.&lt;br /&gt;
*The KSM also gives the MEC Trooper 4 extra movement points, or an additional 3 tiles. &lt;br /&gt;
*In free aim mode the KSM can be a way to punch through walls without the need to use valuable explosives.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-2 (EU2012).png|30px]] &#039;&#039;&#039;MEC-2 Sentinel&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC GRENADE LAUNCHER.png|32px]] &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; vs &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039; [[File:MEC RESTORATIVE MIST.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
* A choice of offense vs defense.&lt;br /&gt;
* Both benefit from the MEC Trooper having the &#039;&#039;&#039;Extended Storage&#039;&#039;&#039; ability, giving each 1 more use, for a total of 3 grenades or 2 Mists.  &lt;br /&gt;
&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
*Note that MECs already have a cover destroying area effect attack in Collateral Damage, but Grenade Launcher has a longer range, wider area of effect, and doesn&#039;t use your ammo clip.&lt;br /&gt;
**The grenades deal 4 damage but this can be upgraded to 5 through the Foundry&#039;s [[Foundry (EU2012)#Alien Grenades|Alien Grenades]] project. &lt;br /&gt;
**Grenades are fired in a ballistic arc, so can hit enemies behind terrain and on roofs that are out of direct line of sight.&lt;br /&gt;
*The Grenade Launcher is a great combination with the Proximity Mine Launcher for a Fire Support MEC that engages enemies from distance. &lt;br /&gt;
&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;&lt;br /&gt;
*Restorative Mist works on the user as well as any surrounding units within a circle.&lt;br /&gt;
**The Mist heals up to 4 damage but this can be upgraded to 6 through the Foundry&#039;s [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] project.&lt;br /&gt;
*Due to its limited use it is more efficient to apply Restorative Mist to heal several soldiers at once, rather than just the MEC Trooper carrying it. A single use of the Mist on the entire squad can heal up to 24 or more HPs. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-3 (EU2012).png|30px]] &#039;&#039;&#039;MEC-3 Paladin&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC PROXIMITY MINE.png|32px]] &#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; vs &#039;&#039;&#039;Electro Pulse&#039;&#039;&#039; [[File:MEC ELECTRO PULSE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; &lt;br /&gt;
* Proximity Mine Launcher is a more broadly applicable tactical weapon. Can be used on enemies that are out of sight, especially groups of inactive aliens that have been spotted by another soldier made invisible through [[Ghost Armor (EU2012)|Ghost Armor]], [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]].&lt;br /&gt;
** There was a game-crashing bug if an enemy sky dropped on to a Proximity Mine, which has been fixed.&lt;br /&gt;
* The mines can be set off by other explosions, such as grenades or rockets allowing for nice damage combos. &lt;br /&gt;
* If the MEC Trooper is MCed, the mines will also &amp;quot;switch sides&amp;quot; and only go off on XCOM soldiers and MC&#039;ed aliens.&lt;br /&gt;
&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;&lt;br /&gt;
* Electro Pulse would be most useful for a MEC that likes to get up close and personal. Robots, particularly Sectopods, can do tremendous damage if left up, so the ability to stun them is quite useful in the event you can&#039;t kill them on the turn you see them. &lt;br /&gt;
** Sectopods that have prepped a Cluster Bomb will not be stopped from unleashing it if they are stunned with Electro Pulse.&lt;br /&gt;
&lt;br /&gt;
===Bonus Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS ASSAULT.png|30px]] &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Assault&#039;s &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; works well with a close combat oriented MEC, and helps to protect against melee enemies.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS HEAVY.png|30px]] &#039;&#039;&#039;Heavy&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC BODY SHIELD.png|32px]] &#039;&#039;&#039;Body Shield&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;&#039;Body Shield&#039;&#039;&#039; is the most generically useful defensive ability, giving the MEC good protection from a single unit, but it won&#039;t help much if you let your MEC get swarmed. It also won&#039;t help much against melee attacks, since they automatically hit.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS SNIPER.png|30px]] &#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC PLATFORM STABILITY.png|32px]] &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Sniper&#039;s &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; is great for a fire support MEC, and becomes especially powerful once the MEC gains &#039;&#039;&#039;Overdrive&#039;&#039;&#039; and can use its first move action to fire.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS SUPPORT.png|30px]] &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC DISTORTION FIELD.png|32px]] &#039;&#039;&#039;Distortion Field&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Support&#039;s &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; is a strong defensive buff for nearby troopers, but doesn&#039;t help the MEC itself since it doesn&#039;t use cover. &lt;br /&gt;
* Does not stack if a soldier is in two or more defensive fields of several MECs.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC ADVANCED FIRE CONTROL.png|32px]] &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; vs &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
* Advanced Fire Control is the most useful of both abilities, specially on a MEC Trooper with &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&lt;br /&gt;
* Automated Threat Assessment is cancelled when the the MEC fires, which makes it dubiously useful. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC VITAL POINT TARGETING.png|32px]] &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; vs &#039;&#039;&#039;Damage Control&#039;&#039;&#039; [[File:MEC DAMAGE CONTROL.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&lt;br /&gt;
* Vital-Point Targeting also confers bonus against [[EXALT (EU2012)|EXALT]] units.&lt;br /&gt;
* This ability works either for Fire Support or Close Assault MECs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
* Damage Control is also suited for Close Assault MECs that are on the midst of a prolonged engagement. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC JET BOOT MODULE.png|32px]] &#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039; vs &#039;&#039;&#039;One For All&#039;&#039;&#039; [[File:MEC ONE FOR ALL.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
*One For All and Jet Boots are free actions with unlimited uses, but can&#039;t be used after the MEC has spent both of its actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&lt;br /&gt;
*MECs can&#039;t climb ladders or drainpipes, so if you want your MEC to be able to get on top of buildings Jet Boots is the only way.&lt;br /&gt;
*Jet Boots are more suited for Close Assault MECs, who need a lot of mobility to survive. But they can also be used by Fire Support MECs to gain height advantage when firing their primary weapon at targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One For All&#039;&#039;&#039;&lt;br /&gt;
*One For All can be used as &amp;quot;emergency cover&amp;quot;. If a soldier is flanked by enemies and can&#039;t move (or you don&#039;t want to move), you can move your MEC to them and One For All to give them cover.&lt;br /&gt;
*Restorative Mist, Grenade Launcher, Proximity Mines and Electro Pulse can be used while a MEC uses One For All and not end the ability.&lt;br /&gt;
*If Reactive Targeting Sensors is taken, a MEC using One For All will deactivate One For All when fired upon, leaving any soldiers using the MEC for cover exposed.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC REPAIR SERVOS.png|32px]] &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; vs &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; [[File:MEC EXPANDED STORAGE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&lt;br /&gt;
* Repair Servos are the most likely choice for a Close Assault MEC since it will allow it to restore some HPs during a prolonged fight without having to pull back for healing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
* A Fire Support or a MEC with Restorative Mist will likely want Expanded Storage, since with [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] that gives the same amount of healing as Repair Servos just on the MEC itself, though you may find some value in Repair Servos not needing to spend an action.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK MAJOR.png|30px]] &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC OVERDRIVE.png|32px]] &#039;&#039;&#039;Overdrive&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; does not count for this ability, and will end the turn if used as the first action.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC ABSORTION FIELDS.png|32px]] &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; vs &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; [[File:MEC REACTIVE TARGETING SENSORS.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&lt;br /&gt;
*Given that a Colonel-level MEC Trooper is probably piloting a [[MEC-3 Paladin (EU2012)|Paladin MEC]], they&#039;ll have 26 HP (29 with [[Foundry (EU2012)#Shaped Armor|Shaped Armor]]), this means that only attacks that do more than 8-9 damage will be affected by Absorption Fields, which essentially means it&#039;ll only trigger against critical hits, which MECs rarely take anyways, or [[Sectopod (EU2012)|Sectopods]], which do 10 Damage, so you&#039;re only saving 1 HP.&lt;br /&gt;
**However, Paladins are very expensive, costing 200 Meld to build. If you have other MECs at Colonel, and not enough Paladins to go around, Absorption Fields might just be the thing to compensate for that loss of Health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&lt;br /&gt;
*Reactive Targeting Sensors will activate even if the MEC is not on [[Overwatch (EU2012)|Overwatch]], which can be useful for Dashing or Meld scouting without having to save an action for Overwatch.&lt;br /&gt;
**A MEC with this ability can effectively have two Overwatch shots. If an enemy moves before the MEC is attacked, the MEC will use its Overwatch first and Reactive Targeting Sensors second if the MEC is attacked afterwards.&lt;br /&gt;
*Reactive Targeting Sensors will even activate against targets that failed to Mind Control the MEC Trooper; a pseudo-form of [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]].&lt;br /&gt;
*Advanced Fire Control makes Reactive Targeting Sensors even more useful as a MEC can fire without aim penalty.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Panic_(EU2012)&amp;diff=55131</id>
		<title>Panic (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Panic_(EU2012)&amp;diff=55131"/>
		<updated>2014-01-09T19:54:50Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Panic Decrease */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- START OF RE-WRITE, MOST INFO ON THIS PAGE IS OFF TOPIC --&amp;gt;&lt;br /&gt;
== Basics ==&lt;br /&gt;
Panic is the mechanic that will make you lose the game, once you have enough (8) countries reach high enough panic to leave the &lt;br /&gt;
[[XCOM (EU2012)|XCOM]] project; then the game is over. As the Commander, it&#039;s your task to keep this from happening. Each country has a panic value of 0-5, and a country has a high chance of leaving the project if its panic level is 5 at the end of a month. &lt;br /&gt;
&lt;br /&gt;
== Panic Increase ==&lt;br /&gt;
Panic will increase in countries as they are targeted by [[Aliens (EU2012)|alien]] attacks, and will also spread to other countries on that continent. &lt;br /&gt;
*[[Alien Abductions (EU2012)|Abductions]] and Terror activity will cause panic to neighbouring countries if the mission fails or is never launched; &lt;br /&gt;
*UFO activity and [[Missions (EU2012)#Council Missions|Council missions]] will only cause panic (if unsuccessful or ignored) in the targeted country on the Easy, Normal and Classic difficulties. On Impossible level mission failure will also raise panic on neighbouring countries in Council missions;&lt;br /&gt;
**On the Council missions panic can raise by 1 or 2 points, depending on the specific mission. &lt;br /&gt;
**There are 6 Council missions that don&#039;t raise any panic: the Industrial, Pier and Truckstop Asset Recovery missions, and the Pier Extraction (Sgt. Carlock), Boulevard Rescue (Anna Sing) and the Commercial Extraction (William Thorne) missions. &lt;br /&gt;
* Alien Abductions raise panic on the country by 1 point (2 points on Impossible difficulty) and 1 point in the rest of the continent;&lt;br /&gt;
*Failing a [[Alien Terror (EU2012)|Terror]] mission will cause the targeted country to leave the project immediately and will raise panic on the whole continent by 2 points;&lt;br /&gt;
*[[Satellite (EU2012)|Satellites]] destroyed raise 2 points on panic in the country, and 1 point in the rest of the continent;&lt;br /&gt;
*Detected [[UFOs (EU2012)|UFOs]] ignored raise panic on the country they&#039;re flying by 2 points;&lt;br /&gt;
*Escaped UFOs raise panic on that country by 1 point.&lt;br /&gt;
&lt;br /&gt;
== Panic Decrease ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Satellites are the primary way to lower panic; deploying a satellite over a country will immediately calm the population. Succeeding at a Terror mission will reduce the panic level in that country and continent, as will many [[The Council (EU2012)|Council]] missions. Completing the Alien Base mission will cause global panic to decrease.&lt;br /&gt;
*UFO shootdowns reduce panic on the country it occurs by 1 point;&lt;br /&gt;
*Successful Abduction missions reduce panic on that country by 3 points;&lt;br /&gt;
*Successful UFO Assaults reduce panic on the country where they [[Crashed UFO (EU2012)|crashed]]/[[Landed UFO (EU2012)|landed]] by 1 point;&lt;br /&gt;
*Satellites deployed over a country reduce panic immediately on that country by 2 points. Over the next months the satellite will have a chance of further reducing panic depending on the country&#039;s panic level at the end of the month&lt;br /&gt;
**Countries with a Level 5 panic have 100% chance on Easy/Normal and 50% on Classic/Impossible;&lt;br /&gt;
**Countries with a Level 4 panic have 50% chance on Easy/Normal and 25% on Classic/Impossible;&lt;br /&gt;
**All other panic levels have a 25% chance on Easy/Normal and 10% on Classic/Impossible;&lt;br /&gt;
*Assaulting the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] reduces worldwide panic by 2 points(it reduces only with 1 point in Enemy Within DLC).&lt;br /&gt;
&lt;br /&gt;
== Panic Level ==&lt;br /&gt;
The panic level of a country will be reflected on the content of the [[News Items (EU2012)|news headlines]] displayed under the world map at the [[Situation Room (EU2012)|Situation Room]]. &lt;br /&gt;
&amp;lt;!-- RE-WRITE END (SO FAR) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Choosing a Mission==&lt;br /&gt;
* Often you will be presented with multiple missions at the same time and asked to choose 1 (e.g., Abduction sites).&lt;br /&gt;
:While Panic plays a big role in your choice, so does the reward.&lt;br /&gt;
:The rewards generally consist of either Scientists, Engineers, Soldiers, or credits.&lt;br /&gt;
* Engineers are generally better than Scientists – Building things requires a minimum number of Engineers, and that number keeps going up each time you build a type of facility.&lt;br /&gt;
:So the third Generator needs more engineers than the second, and so on.&lt;br /&gt;
:Plus, you tend to get enough scientists via monthly bonuses from the Council.&lt;br /&gt;
* If you are offered more than one country from the same continent to chose from, choosing one of the countries on the continent will mean that this country gets panic decrease and other countries from same continent get no change in panic levels. Leaving more than one country on same continent unattended will not multiply continent-wide panic (eg., on Classic ignoring China and Japan will raise panic in those countries by 2 and in other Asian countries by 1)&lt;br /&gt;
* It might be worth ignoring South American abduction missions. An unanswered abduction on that continent raises total panic by 3 points (2+1) while an unanswered one in Europe or Asia gives 5 panic points (2+1+1+1).&lt;br /&gt;
&lt;br /&gt;
==Satellite Management==&lt;br /&gt;
* Overall, to have no countries leave your project your aim is to have, by the end of the month, no more countries in the &amp;quot;red&amp;quot; (full panic) zone than you have satellites, and launch those satellites to save those countries from defecting. This means you will not be getting the continent you want, but the continent that got more unlucky with panic levels.&lt;br /&gt;
* Your other goal is to cover full continents as soon as possible for both the continent bonus AND no further panic problems with this country. Having a country not covered in a partially covered continent leaves you very vulnerable, because you cannot manage panic in already covered countries (like you can with uncovered countries by launching satellite in those countries right before council report). Worst case scenario, when you barely saved a country from defecting (launched satellite into panicked country), you can only afford to have 1 abduction there until you have full panic again, plus 1 for each council mission that awards worldwide panic reduction. Therefore, there is a huge incentitive to cover full continents.&lt;br /&gt;
* Getting all continents but one covered stops abduction missions from happening all together, and solves the panic problem for the rest of the game. Therefore, deploying satellites as fast as possible is the best way to control the panic. Consider deploying 1 satellite in the first month, 3 in the second month, at least 3 (if you can, 5) in the third month and cover all remaining countries except one in the next month. &lt;br /&gt;
* It is never a good idea to launch a satellite at any time except right before council report. That is, because abductions can happen even right before the Council report, and if you don&#039;t have spare satellites to fix panic after them, you will lose countries. Launch satellites right before the Council report, first fixing any countries in &amp;quot;Red&amp;quot;, and then according to your plan.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
*[[Hangar (EU2012)|Hangar]]&lt;br /&gt;
*[[The Council (EU2012)|Council]]&lt;br /&gt;
*[[News Items (EU2012)|News Items]] &lt;br /&gt;
&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=55093</id>
		<title>Workshop (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=55093"/>
		<updated>2014-01-08T22:35:04Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */ Formating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }}&lt;br /&gt;
[[Image:workshopEU.jpg|right|200px|A workshop]]&lt;br /&gt;
Each workshop adds 5 engineers to our staff. Adjacency Bonus: 7% refund on resources used when building vehicles, foundry projects and facilities.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Facilities Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|manpower=6 engineers, 2nd workshop +15 Engineers, next ones +10&lt;br /&gt;
|costs=§150&lt;br /&gt;
|power=3&lt;br /&gt;
|maintenance=§26 per month&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|provides=5 engineers&lt;br /&gt;
|adjacency=7% per workshop&lt;br /&gt;
|}}&lt;br /&gt;
* Europe&#039;s continent bonus &amp;quot;Expert Knowledge&amp;quot; will lower the cost and maintenance cost of a workshop with 50%. The price will be §75 for a workshop.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laboratory_(EU2012)&amp;diff=55092</id>
		<title>Laboratory (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laboratory_(EU2012)&amp;diff=55092"/>
		<updated>2014-01-08T22:34:25Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */ Added note about Expert Knowledge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }}&lt;br /&gt;
[[Image:Laboratory.jpg||right|200px|A laboratory]]&lt;br /&gt;
Each laboratory increases research speed by 20%. Adjacency Bonus: 10% increase to research speed for every adjacent laboratory.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Facilities Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|manpower=6 scientists (+10 for each additional lab)&lt;br /&gt;
|costs=§125&lt;br /&gt;
|power=3&lt;br /&gt;
|maintenance=§24 per month&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|provides=+20% research speed&lt;br /&gt;
|adjacency=10% per laboratory&lt;br /&gt;
|}}&lt;br /&gt;
* All bonuses are additive, not cumulative (ie: 2 adjacent labs: 20%+20%+10% = 50% research time reduction).&lt;br /&gt;
* If playing [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]], Laboratories will reduce the amount of research lost whenever [[EXALT (EU2012)|EXALT]] decides to attack your research.&lt;br /&gt;
* Europe&#039;s continent bonus &amp;quot;Expert Knowledge&amp;quot; will lower the cost and maintenance cost a Laboratory with 50%. The price will be §63 for a laboratory.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=55090</id>
		<title>Workshop (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=55090"/>
		<updated>2014-01-08T21:25:52Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }}&lt;br /&gt;
[[Image:workshopEU.jpg|right|200px|A workshop]]&lt;br /&gt;
Each workshop adds 5 engineers to our staff. Adjacency Bonus: 7% refund on resources used when building vehicles, foundry projects and facilities.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Europe&#039;s continent bonus &amp;quot;Expert Knowledge&amp;quot; will lower the cost and maintenance cost of a workshop with 50%. The price will be §75 for a workshop.&lt;br /&gt;
{{Facilities Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|manpower=6 engineers, 2nd workshop +15 Engineers, next ones +10&lt;br /&gt;
|costs=§150&lt;br /&gt;
|power=3&lt;br /&gt;
|maintenance=§26 per month&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|provides=5 engineers&lt;br /&gt;
|adjacency=7% per workshop&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=55089</id>
		<title>Workshop (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Workshop_(EU2012)&amp;diff=55089"/>
		<updated>2014-01-08T21:25:08Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */ Added note about Expert Knowledge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }}&lt;br /&gt;
[[Image:workshopEU.jpg|right|200px|A workshop]]&lt;br /&gt;
Each workshop adds 5 engineers to our staff. Adjacency Bonus: 7% refund on resources used when building vehicles, foundry projects and facilities.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Europe&#039;s continent bonus &amp;quot;Expert Knowledge&amp;quot; will lower the cost and maintenance cost a workshop with 50%. The price will be §75 for a workshop.&lt;br /&gt;
{{Facilities Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|manpower=6 engineers, 2nd workshop +15 Engineers, next ones +10&lt;br /&gt;
|costs=§150&lt;br /&gt;
|power=3&lt;br /&gt;
|maintenance=§26 per month&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|provides=5 engineers&lt;br /&gt;
|adjacency=7% per workshop&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rotary_Plasma_Cannon_(Bureau)&amp;diff=55088</id>
		<title>Rotary Plasma Cannon (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rotary_Plasma_Cannon_(Bureau)&amp;diff=55088"/>
		<updated>2014-01-08T20:07:25Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A call to the Heavy Plasma Cannon of other XCOM games, this plasma gatling gun has a massive rate of fire, a large ammo capacity, and is devastating to heavy and close targets. It&#039;s also got a hell of a recoil, so the only enemies that you&#039;ll be able to make suck a whole clip are Mutons, Sectopods, and Gunships. It also has a small warm up time before firing, so this gun is not meant for the weak and fast, but the large and lumbering. Commando Agents can equip this gun, to devastating effects.&lt;br /&gt;
&lt;br /&gt;
It can be first accuired near the ends of the Minor Operations after the Axis mission.&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Plasma_Pistol_(Bureau)&amp;diff=55087</id>
		<title>Heavy Plasma Pistol (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Plasma_Pistol_(Bureau)&amp;diff=55087"/>
		<updated>2014-01-08T20:06:10Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sectoids will begin to carry this gun mid/lateway through a campaign. With significant accuracy, the Heavy Plasma Pistol is a safe choice for a second weapon for Carter. Indeed, while two shots from a Laser Pulse Rifle can take out a Drone, the Heavy Plasma Pistol can destroy drones with one shot. Additionally, the bolts pierce enemies, so not also do you damage an enemy, but you also hurt any ones behind it.&lt;br /&gt;
&lt;br /&gt;
The ammo capacity is 5 shots a clip, plus 5 additional clips you can carry, for 30 total shots.&lt;br /&gt;
&lt;br /&gt;
It can be first accuired in Operation Longsword, in a crook of the stairwell early in the Outsider facility. A surprisingly powerful weapon, consider it as a &#039;plasma magnum&#039;. Though it won&#039;t come up often, it does have multi-target piercing properties.&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Light_Plasma_Pistol_(Bureau)&amp;diff=55086</id>
		<title>Light Plasma Pistol (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Light_Plasma_Pistol_(Bureau)&amp;diff=55086"/>
		<updated>2014-01-08T20:05:09Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:DLC (Bureau)&lt;br /&gt;
|picture = [[File:Light Plasma Pistol (Bureau).png|100px]]&lt;br /&gt;
|usprice = 0.99&lt;br /&gt;
|ukprice = 0.65&lt;br /&gt;
|size = 108KB&lt;br /&gt;
}}As either a Light or normal Plasma Pistol, this weapon had seemed to have gone AWOL. It was, at least at one point, part of the retail exclusive, alongside the Codebreaker DLC/Minor Operation. In-store displays showed a pistol of similar design to the Laser Pistol, colored green instead of red, with brass-like coloration.&lt;br /&gt;
&lt;br /&gt;
However, as of October 15th, 2013, it is now available as DLC for the price of $0.99. If purchased, it will be automatically available after extracting Dr. Wier in the second level (&#039;&#039;after&#039;&#039; it would have helped fighting off the Gunship...).&lt;br /&gt;
&lt;br /&gt;
As it is a unique weapon, expect to rely on Energy Packs and Supply Drops to reload it, as there will be no Sectoids to resupply on the go (hopefully, it won&#039;t come to that: it has a fairly large ammo carry capacity). On top of being an early plasma weapon, it is also capable of full-auto fire, making it a devastating and versatile weapon.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
{{Ref Open | title = Xbox Store Desciption}}&lt;br /&gt;
&#039;&#039;Early Bureau research into outsider weapons technology has yielded promising results in the form of a prototype light plasma pistol. Not as bulky as its Outsider predecessor, this compact weapon fires condensed bolts of plasma and boasts a vastly improved rate-of-fire, giving players an early edge in the secret war for humanity’s survival.&#039;&#039;&lt;br /&gt;
{{Ref Close | source = [http://marketplace.xbox.com/en-US/Product/Light-Plasma-Pistol/f0750f94-3aa2-4411-9cfb-80d97a7b0938 Xbox Store]}}&lt;br /&gt;
[[Category:Bureau (2013)]][[Category:DLC (Bureau)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Lightning_Cannon_(Bureau)&amp;diff=55049</id>
		<title>Lightning Cannon (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Lightning_Cannon_(Bureau)&amp;diff=55049"/>
		<updated>2014-01-06T22:29:50Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A weapon that uses Earth&#039;s technology and knowledge of ballistics, combined with the Outsider&#039;s Elerium technology, to produce a weapon with unparalleled damage output.&lt;br /&gt;
&lt;br /&gt;
After the Spire mission, you can help test-- and blow up-- the prototype.&lt;br /&gt;
&lt;br /&gt;
Endgame Spoilers:&lt;br /&gt;
It can be found in the second-to-last mission, when XCOM&#039;s base is under attack. When approaching the room it is in, there is an open door that a Scientist manages to step through before being shot by the Infiltrator. Past the door, you&#039;ll find yourself on a balcony overlooking a round device with electricity arching off of it. On the far opposite corner, on the floor behind a desk, you will find the Lightning Cannon.&lt;br /&gt;
&lt;br /&gt;
Naturally, as it&#039;s such a devastating weapon, it can only fire one shot before needing to reload. As it is also unique, you can only reload it from alien Ammo Packs (or Supply Drops). If you&#039;re trying to hold onto it during a long segment, keep in mind that dropping an empty weapon causes it to de-spawn.&lt;br /&gt;
&lt;br /&gt;
It&#039;s true power lies in it&#039;s Charge Shot: When aiming, hold down the fire button to charge it&#039;s energy. As you do so, it will go from a stage 1 shot, that can be fired right away, all the way to a stage 3/Max shot! This devastating attack destroys any Outsider alien, and can halve a Sectopod&#039;s HP in one screen-bleaching blast.&lt;br /&gt;
&lt;br /&gt;
Without the clip-expanding pack, it only carries 3 shots total, so make them count!&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sticky_Grenade_(Bureau)&amp;diff=55041</id>
		<title>Sticky Grenade (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sticky_Grenade_(Bureau)&amp;diff=55041"/>
		<updated>2014-01-05T21:09:11Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mostly the same mechanics of the Frag Grenade, with one obvious exception: if you manage to stick it right on an alien, it will attach to it for maximum damage (and hilarious rag-doll effects). If you&#039;re lucky, it may even panic and run for cover--- next to other aliens. When targeting, a small sphere will appear at the end of the targeting trajectory; get that right on an alien to land it properly (it will jump up onto the alien&#039;s body).&lt;br /&gt;
&lt;br /&gt;
As most aliens are quite nimble when alert, this is most easily done for either large enemies, unaware enemies that&#039;re staying still, or enemies locked in place with Lift.&lt;br /&gt;
&lt;br /&gt;
Aliens commonly use this grenade, especially on harder difficulties. You can often hear them say (something like) &amp;quot;Granood!&amp;quot; when they prepare to toss one. If you manage to kill the alien (or stagger them with a head-shot), they might drop the activated grenade, causing any nearby aliens to scatter.&lt;br /&gt;
&lt;br /&gt;
It can be first acquired on the Axis mission, near the door into the Outsider facility.&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Frag_Grenade_(Bureau)&amp;diff=55040</id>
		<title>Frag Grenade (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Frag_Grenade_(Bureau)&amp;diff=55040"/>
		<updated>2014-01-05T21:07:28Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A standard fragmentation grenade with a large blast radius: when you want to use a grenade, hold down G to aim it: the targeted trajectory will be shown, along with a dome showing the blast zone. Aliens &#039;&#039;currently&#039;&#039; in the blast zone will shine with a orange glow. While the camera will only tilt upwards a certain amount when aiming, continuing to move the mouse &amp;quot;up&amp;quot; equates to a farther and farther toss, the limit on the camera tilt cleanly showing where it will land.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot &amp;quot;cook&amp;quot; a grenade (pull the pin, hold, 2, 3, toss-BOOM), and there is a slight time delay before it explodes, and some aliens are smart enough to run away. The default carry is 3, but one ability Agent Carter can earn can allow him to carry 6.&lt;br /&gt;
&lt;br /&gt;
It can be first acquired in the hangar with the elevator in Groom Range, near the first Shotgun.&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Pistol_(Bureau)&amp;diff=55023</id>
		<title>Laser Pistol (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Pistol_(Bureau)&amp;diff=55023"/>
		<updated>2014-01-04T22:59:39Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The default pistol for Sectoids, once it becomes &amp;quot;unlocked&amp;quot;, it is a significant support weapon. Since you will be encountering many Sectoids (which start with carrying this weapon), it&#039;s safe to pick one up and not worry too much about running out of ammo.&lt;br /&gt;
&lt;br /&gt;
It can be first acquired in one of the first set of Minor Operations, such as Codebreaker.&lt;br /&gt;
&lt;br /&gt;
It has a slightly faster firing rate than the Pistol.&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_SMG_(Bureau)&amp;diff=55022</id>
		<title>Laser SMG (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_SMG_(Bureau)&amp;diff=55022"/>
		<updated>2014-01-04T22:59:07Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bureau&#039;s iteration of the Laser Rifle, most Outsiders will carry this gun, until they become phased out with the Pulse Laser Rifle.&lt;br /&gt;
&lt;br /&gt;
It can be first acquired in the first set of Minor Operations, such as in the last area of Codebreakers.&lt;br /&gt;
&lt;br /&gt;
It&#039;s firing rate is similar to that of the M14.&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scatter_Laser_(Bureau)&amp;diff=55021</id>
		<title>Scatter Laser (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scatter_Laser_(Bureau)&amp;diff=55021"/>
		<updated>2014-01-04T22:58:34Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A laser-variant shotgun, the Scatter Laser will be the first alien weapon you procure, during the mission to rescue Dr Wier from his research laboratory. Carter will radio Director Faulke, pointing it&#039;s availability out (when, prior, any and all alien weapons exploded when the user died). Faulke thinks it may be a trap, but you should take it, as you&#039;ll be fighting a Sectopod and a Gunship later in this mission. Engineers will be able to equip this weapon, once you get to a resupply station, or back to base.&lt;br /&gt;
&lt;br /&gt;
All Mutons will carry this weapon, so (as you naturally should be) keep your distance to reduce the danger that Mutons present.&lt;br /&gt;
&lt;br /&gt;
Like the Shotgun, it&#039;s better for close-combat, and has a significant rate of fire.&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Pulse_Rifle_(Bureau)&amp;diff=55020</id>
		<title>Laser Pulse Rifle (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Pulse_Rifle_(Bureau)&amp;diff=55020"/>
		<updated>2014-01-04T22:57:46Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos/Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An excellent weapon: this gun has a significant rate of damage, a decent clip/carry size, and as the mid-level Outsider gun, ammo will be plentiful. It fires lasers in a 3-shot blast. With an &amp;quot;un-aimed&amp;quot; shot, it has a scatter akin to a shotgun. With an aimed shot, it can be fired fairly rapidly, akin to an Assault Rifle. And with the Scoped shot (clicking the scroll wheel), it serves admirably as a Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be first acquired in a Minor Operation after the Spire mission (and the Titian boss battle), such as early in Operation Longsword.&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Battle_Focus_(Bureau)&amp;diff=55019</id>
		<title>Battle Focus (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Battle_Focus_(Bureau)&amp;diff=55019"/>
		<updated>2014-01-04T22:54:30Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Battle Focus ability is a key component to combat in The Bureau, as it not also is the interface for Agent and Ability commands, but also highlights enemies and equipment, contains a mini-map, and &amp;quot;slows down&amp;quot; time while in combat.&lt;br /&gt;
&lt;br /&gt;
On Default controls, the Space Bar enters Focus mode, and both Space and Backspace can exit it. In combat: after selecting ability commands, and/or movement/targeting commands for your additional agents, exiting by pressing the space bar confirms those orders, while exiting by pressing backspace cancels the orders made during that Focus.&lt;br /&gt;
&lt;br /&gt;
Most abilities, for either Carter or the other Agents, also require a kind of aiming (as well as commanding agents to focus fire on an enemy). For &amp;quot;tossed&amp;quot; abilities, like Area of Affect abilities or turrets, the camera will focus on the agent in question, who will have a highlighting circle of some diameter on the floor centered on him. This is the range that the ability can be cast at. Secondly, there will be a targeting hologram (in the shape of the cast ability) that must be aimed for it&#039;s area of influence (turrets will have a forward wedge to show what direction they will fire in, AoE abilities will have another circle showing the effect range).&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;Targeted&amp;quot; abilities (including when commanding agents to target a specific alien), a targeting &#039;scope&#039; will usually snap on the closest alien. If you desire a different alien to be targeted, either use A or D to go through available targets, or aim with the mouse at your desired target.&lt;br /&gt;
&lt;br /&gt;
If you are in these aim modes, and decide you do not want to use the ability (ie; the alien is out of range, or behind heavy cover), simply hit Backspace to exit the Ability aiming without issuing a command for it. And, as mentioned, when in the top Focus mode, hitting backspace again exits Focus mode and cancels any other commands made during Focus.&lt;br /&gt;
&lt;br /&gt;
Keep in mind the sequence that you select abilities does matter: having Carter use Lift on an alien to drag it out of cover first helps to damage it if you command a Recon agent to use their Critical Hit ability after. Another case where this can matter is when commanding an agent: if you were to command an agent to move, then go to issue an Ability command, you will find that the aiming of that ability will be from where the agent &#039;&#039;will be&#039;&#039; when he completes the move.&lt;br /&gt;
&lt;br /&gt;
In effect; Battle Focus, ordering an agent to move ahead of Carter, selecting Lift and targeting a distant alien, and commanding the agent to use a AoE ability that would not reach from where he &#039;&#039;was&#039;&#039;, and hitting Space to complete the order becomes: The agent safely moves forward while the alien is immobilized from the Lift, gets into range, and casts his AoE ability, damaging the alien.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bureau (2013)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&amp;diff=54838</id>
		<title>Talk:Enemy Unknown (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&amp;diff=54838"/>
		<updated>2013-12-30T21:38:04Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Fav. Icon for the site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
[[Talk:Enemy Unknown (EU2012)/Archive|Archive]]&lt;br /&gt;
&lt;br /&gt;
== Guides and Tips Section==&lt;br /&gt;
This is related to a parallel discussion at [[Talk:Classic_vs_Impossible_(EU2012)]]. The idea I&#039;ve expressed there was to reorganize this section since it&#039;s pretty much a collection of mix matched pages. Here&#039;s my suggestion on how to reorganize the Guides and Tips section of the [[EU2012 Table]]: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
* General tips/wisdom about everything in the game.&lt;br /&gt;
[[User:Hobbes/Sandbox_page/Strategy|Strategy]] - Description of all the factors regarding strategy (game objectives explanation, mission &amp;amp; aliens first appearances, etc.) and links to all strategies currently available, either on the UFOPaedia or other sites. Check the link for a possible draft. &lt;br /&gt;
:[[Satellite Rush (EU2012)|Satellite Rush]] - to be written using already existing Unlucky Man&#039;s [[Survival Guide (EU2012)#Satellite_Rush_Strategy|Satellite_Rush_Strategy]] and [[User:Xuncu]]&#039;s [[Talk:Classic_vs_Impossible_(EU2012)#Panic Management|Panic Management]] strat. &lt;br /&gt;
:[[Alien Base Rush (EU2012)|Alien Base Rush]] - to be written. &lt;br /&gt;
&lt;br /&gt;
[[Classic vs Impossible (EU2012)|Impossible Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Guides (EU2012)|Specific Game Guides]] - with links to all the guides not in the list below&lt;br /&gt;
:[[Air Combat (EU2012)|Air Combat]]&lt;br /&gt;
:[[Building Optimization]]&lt;br /&gt;
:[[Economy]]&lt;br /&gt;
:[[Panic (EU2012)|Panic]]&lt;br /&gt;
:[[Storyline Missions (EU2012)|Story Walkthrough]]&lt;br /&gt;
:[[Murphy&#039;s Laws (X-COM)#Strategic (Enemy Unknown)|Murphy&#039;s Laws (XCOM)]]&lt;br /&gt;
&lt;br /&gt;
Any comments/ideas? [[User:Hobbes|Hobbes]] 08:16, 21 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:Anything that consolidates information, reduces clutter and improves readability is something I&#039;ll get behind. Just let me know what you need help correcting.--[[User:DracoGriffin|DracoGriffin]] 15:24, 21 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fav. Icon for the site ==&lt;br /&gt;
I know this is small thing to obsess about, but it would be nice if a Fav Icon was installed. We can always just shrink the site logo. But this site is one of few that does not get small icon besides it title in my bookmarks. --[[User:Sunesha|Sunesha]] 06:54, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Sweet, it is easier to see what bookmarks belongs to this site now :) --[[User:Sunesha|Sunesha]] ([[User talk:Sunesha|talk]]) 16:38, 30 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==EU2012 Table==&lt;br /&gt;
I&#039;ve been having a fresh look at the table and I feel there are couple of links missing that would be useful to have under soldiers, namely for the Gene Mods and the individual soldier classes. So I decided to try to integrate them and here&#039;s the result: [[User:Hobbes|Hobbes]] 18:52, 17 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM: Enemy Unknown (2012) / Enemy Within DLC [[File:Meld Insignia (EU2012).png|20px]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_black.png|30px]] &#039;&#039;&#039;XCOM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (EU2012)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM (EU2012)|Commander&#039;s Briefing]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM_Base_Location_(EU2012)|Base Location]]&lt;br /&gt;
&lt;br /&gt;
: [[The Council (EU2012)|The Council]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
:: [[Second Wave (EU2012)|Second Wave]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (EU2012)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
&lt;br /&gt;
: [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
&lt;br /&gt;
: [[Research (EU2012)|Research]]&lt;br /&gt;
:: [[Genetics Lab (EU2012)|Genetics Lab]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
&lt;br /&gt;
: [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
:: [[Foundry_(EU2012)|Foundry]]&lt;br /&gt;
::: [[S.H.I.V. (EU2012)|S.H.I.V.]]&lt;br /&gt;
:: [[Cybernetics Lab (EU2012)|Cybernetics Lab]] [[File:Meld Insignia (EU2012).png|20px|E1W DLC]]&lt;br /&gt;
&lt;br /&gt;
:[[Barracks (EU2012)|Barracks]]&lt;br /&gt;
:: [[OTS_(EU2012)| Officer Training School]]&lt;br /&gt;
:: [[Memorial (EU2012)|Memorial]]&lt;br /&gt;
&lt;br /&gt;
: [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
: [[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
:: [[Gray Market (EU2012)|Gray Market]]&lt;br /&gt;
:: [[Finances (EU2012)|Finances]]&lt;br /&gt;
:: [[Covert Operations (EU2012)|Covert Operations]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
: [[Classes (EU2012)|Classes]]&lt;br /&gt;
:: [[Assault (EU2012)|Assault]]&lt;br /&gt;
:: [[Heavy (EU2012)|Heavy]]&lt;br /&gt;
:: [[Sniper (EU2012)|Sniper]]&lt;br /&gt;
:: [[Support (EU2012)|Support]]&lt;br /&gt;
:: [[Psionic (EU2012)|Psionic]]&lt;br /&gt;
:: [[MEC Trooper (EU2012)|MEC Trooper]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] &lt;br /&gt;
: [[Armor (EU2012)|Armor]]&lt;br /&gt;
: [[Equipment (EU2012)#Portable Equipment|Equipment]]&lt;br /&gt;
: [[Weapons (EU2012)|Weapons]]&lt;br /&gt;
: [[Gene Mods (EU2012)|Gene Mods]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
: [[Medals (EU2012)|Medals]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
: [[Covert Operative (EU2012)|Covert Operative]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (EU2012)|Alien Life Forms]]&lt;br /&gt;
:[[Overviews of Aliens (EU2012)|Overview of Aliens]]&lt;br /&gt;
:[[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
|- &lt;br /&gt;
| [[UFOs (EU2012)|UFOs]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Alien Artifacts (EU2012)|Alien Artifacts]]&lt;br /&gt;
: [[Meld (EU2012)|Meld]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:EXALT Insignia (EU2012).png|25px]] &#039;&#039;&#039;EXALT&#039;&#039;&#039; [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[EXALT (EU2012)|EXALT]] &lt;br /&gt;
: [[EXALT Units (EU2012)|Soldiers]] &lt;br /&gt;
: [[EXALT Weapons (EU2012)|Equipment]] &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
: [[Chance to Hit (EU2012)|Chance to Hit]]&lt;br /&gt;
: [[Cover (EU2012)|Cover]]&lt;br /&gt;
: [[Critical Wounds (EU2012)|Critical Wounds]]&lt;br /&gt;
: [[Flanking (EU2012)|Flanking]]&lt;br /&gt;
: [[Overwatch (EU2012)|Overwatch]]&lt;br /&gt;
: [[Suppression (EU2012)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics (EU2012)|Combat Tactics]] &lt;br /&gt;
: [[Squads (EU2012)| Squads]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Missions (EU2012)|Mission Types]]&lt;br /&gt;
: [[Mission Names (EU2012)|Mission Names]]&lt;br /&gt;
: [[After Action Report (EU2012)|After Action Report]]&lt;br /&gt;
&lt;br /&gt;
[[Maps (EU2012)|Maps]]&lt;br /&gt;
&lt;br /&gt;
: [[Map Tables (EU2012)|Tables]]&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Air Combat (EU2012)|Air Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Building Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Economy]]&lt;br /&gt;
&lt;br /&gt;
[[Panic (EU2012)|Panic]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (EU2012)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
&lt;br /&gt;
[[Classic vs Impossible (EU2012)|Classic vs Impossible]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#Strategic (Enemy Unknown)|Murphy&#039;s Laws (XCOM)]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;General DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[DLC (EU2012)|General Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:New Friend (EU2012).jpg|30px]] &#039;&#039;&#039;Slingshot DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Slingshot DLC (EU2012)|Operation Slingshot]]&lt;br /&gt;
&lt;br /&gt;
: [[Friends in Low Places (EU2012)|Friends in Low Places]]&lt;br /&gt;
&lt;br /&gt;
: [[Confounding Light (EU2012)|Confounding Light]]&lt;br /&gt;
&lt;br /&gt;
: [[Gangplank (EU2012)|Gangplank]]&lt;br /&gt;
&lt;br /&gt;
: [[Shaojie Zhang (EU2012)|Shaojie Zhang]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Saved to Savior (EU2012).jpg|30px]] &#039;&#039;&#039;Progeny&#039;&#039;&#039; [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Progeny (EU2012)|Operation Progeny]]&lt;br /&gt;
&lt;br /&gt;
: [[Portent (EU2012)|Portent]]&lt;br /&gt;
&lt;br /&gt;
: [[Deluge (EU2012)|Deluge]]&lt;br /&gt;
&lt;br /&gt;
: [[Furies (EU2012)|Furies]]&lt;br /&gt;
&lt;br /&gt;
: [[Annette Durand (EU2012)|Annette Durand]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (EU2012)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
: [[Maps (EU2012)|Maps]]&lt;br /&gt;
&lt;br /&gt;
: [[Multiplayer Tactics (EU2012)|Multiplayer Tactics]]&lt;br /&gt;
&lt;br /&gt;
: [[Multiplayer Builds (EU2012)|Squad Builds]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Happy to Oblige (EU2012).jpg|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Game Credits (EU2012)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline (EU2012)|Storyline]]&lt;br /&gt;
&lt;br /&gt;
[[News Items (EU2012)|News Ticker]]&lt;br /&gt;
&lt;br /&gt;
[[Game Universe (EU2012)|Game Universe/Artwork]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|List of all Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (EU2012)|XCOM Heroes]]&lt;br /&gt;
&lt;br /&gt;
[[Making The Game Harder (EU2012)|Making The Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (EU2012)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (EU2012)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (EU2012)| Mods &amp;amp; Suggestions]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors (EU2012)|Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Game Files (EU2012)|Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Unused Features (EU2012)|Unused Features]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
:Its good but looks very cluttered with the pictures on the right on the actually page.&lt;br /&gt;
===Example===&lt;br /&gt;
&#039;&#039;XCOM: Enemy Unknown&#039;&#039; is the 2012 remake of the classic game &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039; or &#039;&#039;X-COM: UFO Defense&#039;&#039; in North America. If you&#039;d like to contribute please check the [[Wiki Tips (EU2012)|Wiki Tips]] page for useful information on how to edit pages, etc. And also check the [[Talk:Enemy_Unknown_(EU2012)|Discussion]] section of this page or the [[To Do List (EU2012)|To Do]] list. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM: Enemy Unknown (2012) / Enemy Within DLC [[File:Meld Insignia (EU2012).png|20px]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_black.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (EU2012)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM (EU2012)|Commander&#039;s Briefing]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM_Base_Location_(EU2012)|Base Location]]&lt;br /&gt;
&lt;br /&gt;
: [[The Council (EU2012)|The Council]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
:: [[Second Wave (EU2012)|Second Wave]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (EU2012)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_black.png|30px]] &#039;&#039;&#039;XCOM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
&lt;br /&gt;
: [[Research (EU2012)|Research]]&lt;br /&gt;
:: [[Genetics Lab (EU2012)|Genetics Lab]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
&lt;br /&gt;
: [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
:: [[Foundry_(EU2012)|Foundry]]&lt;br /&gt;
::: [[S.H.I.V. (EU2012)|S.H.I.V.]]&lt;br /&gt;
:: [[Cybernetics Lab (EU2012)|Cybernetics Lab]] [[File:Meld Insignia (EU2012).png|20px|E1W DLC]]&lt;br /&gt;
&lt;br /&gt;
:[[Barracks (EU2012)|Barracks]]&lt;br /&gt;
:: [[OTS_(EU2012)| Officer Training School]]&lt;br /&gt;
:: [[Memorial (EU2012)|Memorial]]&lt;br /&gt;
&lt;br /&gt;
: [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
: [[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
:: [[Gray Market (EU2012)|Gray Market]]&lt;br /&gt;
:: [[Finances (EU2012)|Finances]]&lt;br /&gt;
:: [[Covert Operations (EU2012)|Covert Operations]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
: [[Classes (EU2012)|Classes]]&lt;br /&gt;
:: [[Assault (EU2012)|Assault]]&lt;br /&gt;
:: [[Heavy (EU2012)|Heavy]]&lt;br /&gt;
:: [[Sniper (EU2012)|Sniper]]&lt;br /&gt;
:: [[Support (EU2012)|Support]]&lt;br /&gt;
:: [[Psionic (EU2012)|Psionic]]&lt;br /&gt;
:: [[MEC Trooper (EU2012)|MEC Trooper]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] &lt;br /&gt;
: [[Armor (EU2012)|Armor]]&lt;br /&gt;
: [[Equipment (EU2012)#Portable Equipment|Equipment]]&lt;br /&gt;
: [[Weapons (EU2012)|Weapons]]&lt;br /&gt;
: [[Gene Mods (EU2012)|Gene Mods]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
: [[Medals (EU2012)|Medals]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
: [[Covert Operative (EU2012)|Covert Operative]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (EU2012)|Alien Life Forms]]&lt;br /&gt;
:[[Overviews of Aliens (EU2012)|Overview of Aliens]]&lt;br /&gt;
:[[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
|- &lt;br /&gt;
| [[UFOs (EU2012)|UFOs]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Alien Artifacts (EU2012)|Alien Artifacts]]&lt;br /&gt;
: [[Meld (EU2012)|Meld]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:EXALT Insignia (EU2012).png|25px]] &#039;&#039;&#039;EXALT&#039;&#039;&#039; [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[EXALT (EU2012)|EXALT]] &lt;br /&gt;
: [[EXALT Units (EU2012)|Soldiers]] &lt;br /&gt;
: [[EXALT Weapons (EU2012)|Equipment]] &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
: [[Chance to Hit (EU2012)|Chance to Hit]]&lt;br /&gt;
: [[Cover (EU2012)|Cover]]&lt;br /&gt;
: [[Critical Wounds (EU2012)|Critical Wounds]]&lt;br /&gt;
: [[Flanking (EU2012)|Flanking]]&lt;br /&gt;
: [[Overwatch (EU2012)|Overwatch]]&lt;br /&gt;
: [[Suppression (EU2012)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics (EU2012)|Combat Tactics]] &lt;br /&gt;
: [[Squads (EU2012)| Squads]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Missions (EU2012)|Mission Types]]&lt;br /&gt;
: [[Mission Names (EU2012)|Mission Names]]&lt;br /&gt;
: [[After Action Report (EU2012)|After Action Report]]&lt;br /&gt;
&lt;br /&gt;
[[Maps (EU2012)|Maps]]&lt;br /&gt;
&lt;br /&gt;
: [[Map Tables (EU2012)|Tables]]&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Air Combat (EU2012)|Air Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Survival Guide (EU2012)|Survival Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Building Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Economy]]&lt;br /&gt;
&lt;br /&gt;
[[Panic (EU2012)|Panic]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (EU2012)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
&lt;br /&gt;
[[Classic vs Impossible (EU2012)|Classic vs Impossible]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#Strategic (Enemy Unknown)|Murphy&#039;s Laws (XCOM)]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;General DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[DLC (EU2012)|General Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:New Friend (EU2012).jpg|30px]] &#039;&#039;&#039;Slingshot DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Slingshot DLC (EU2012)|Operation Slingshot]]&lt;br /&gt;
&lt;br /&gt;
: [[Friends in Low Places (EU2012)|Friends in Low Places]]&lt;br /&gt;
&lt;br /&gt;
: [[Confounding Light (EU2012)|Confounding Light]]&lt;br /&gt;
&lt;br /&gt;
: [[Gangplank (EU2012)|Gangplank]]&lt;br /&gt;
&lt;br /&gt;
: [[Shaojie Zhang (EU2012)|Shaojie Zhang]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Saved to Savior (EU2012).jpg|30px]] &#039;&#039;&#039;Progeny&#039;&#039;&#039; [[File:Meld Insignia (EU2012).png|20px|EW DLC]]&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Progeny (EU2012)|Operation Progeny]]&lt;br /&gt;
&lt;br /&gt;
: [[Portent (EU2012)|Portent]]&lt;br /&gt;
&lt;br /&gt;
: [[Deluge (EU2012)|Deluge]]&lt;br /&gt;
&lt;br /&gt;
: [[Furies (EU2012)|Furies]]&lt;br /&gt;
&lt;br /&gt;
: [[Annette Durand (EU2012)|Annette Durand]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (EU2012)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
: [[Maps (EU2012)|Maps]]&lt;br /&gt;
&lt;br /&gt;
: [[Multiplayer Tactics (EU2012)|Multiplayer Tactics]]&lt;br /&gt;
&lt;br /&gt;
: [[Multiplayer Builds (EU2012)|Squad Builds]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Happy to Oblige (EU2012).jpg|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Game Credits (EU2012)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline (EU2012)|Storyline]]&lt;br /&gt;
&lt;br /&gt;
[[News Items (EU2012)|News Ticker]]&lt;br /&gt;
&lt;br /&gt;
[[Game Universe (EU2012)|Game Universe/Artwork]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|List of all Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (EU2012)|XCOM Heroes]]&lt;br /&gt;
&lt;br /&gt;
[[Making The Game Harder (EU2012)|Making The Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (EU2012)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (EU2012)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (EU2012)| Mods &amp;amp; Suggestions]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors (EU2012)|Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Game Files (EU2012)|Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Unused Features (EU2012)|Unused Features]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should we seperate stuff that is actually to do with the base and gameplay from the difficulty and achievements?--[[User:Ditto51|Ditto51]] 18:31, 27 December 2013 (EST)&lt;br /&gt;
: To Miscellaneous? [[User:Hobbes|Hobbes]] 19:22, 27 December 2013 (EST)&lt;br /&gt;
:: The Original X-COM had a general information section and an X-COM organisation section for the base and soldiers. So I meant make another heading and split it into anything that is controllable in game like the base and units and a section for difficulty and Achievements.--[[User:Ditto51|Ditto51]] 13:14, 28 December 2013 (EST)&lt;br /&gt;
:::What do you think of the above changes? [[User:Hobbes|Hobbes]] 14:46, 28 December 2013 (EST)&lt;br /&gt;
::::That looks a lot better--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 08:01, 29 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=54709</id>
		<title>MEC Trooper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=54709"/>
		<updated>2013-12-24T19:52:57Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Tactical Subsystems */  KSM can punch walls :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MEC Squad (EU2012).png|right|thumb|400px|A MEC Squad]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: &amp;quot;Warrior in the Machine&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The MEC Trooper is a new [[Classes (EU2012)|class]] of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class, except Psionic) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.&lt;br /&gt;
&lt;br /&gt;
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they&#039;re a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can&#039;t use [[Cover (EU2012)|Cover]] like regular soldiers they&#039;re equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can&#039;t carry regular [[Equipment (EU2012)|items]] but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. &lt;br /&gt;
:&#039;&#039;&#039;Tactical Subsystems:&#039;&#039;&#039; &lt;br /&gt;
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: Kinetic Strike Module or Flamethrower&lt;br /&gt;
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]: Grenade Launcher or Restorative Mist&lt;br /&gt;
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: Proximity Mine Launcher or Electro Pulse&lt;br /&gt;
&lt;br /&gt;
The MEC&#039;s Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
MEC Troopers gain a total of +10 [[Aim (EU2012)|Aim]] points upon reaching Colonel rank, together with a total of +4 HP and +14 Will through promotions. &lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:&lt;br /&gt;
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; - &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - &#039;&#039;&#039;Body Shield&#039;&#039;&#039; - &#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; - &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; - &#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers +15 Defense when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.  Has an unlisted 1-turn cooldown.&#039;&#039;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;One For All&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tips &amp;amp; Trix====&lt;br /&gt;
* MEC Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a Sergeant-ranked soldier, he/she would get a Sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.&lt;br /&gt;
* A MEC Trooper who is converted will retain their stats from before conversion, meaning you may want to put off augmenting your (non-Heavy) soldiers until already high ranked, since the Support, Assault and Sniper classes have better stat progression than the MEC Trooper class.&lt;br /&gt;
** Heavies are best augmented at Lieutenant rank to ensure additional stats, especially with Second Wave options enabled.&lt;br /&gt;
* The [[Cybernetics Lab (EU2012)|Cybernetics Lab]] can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.&lt;br /&gt;
*Any soldiers tested positive with [[Psionic (EU2012)|Psionic]] ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.&lt;br /&gt;
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can&#039;t go into cover, so giving it the defensive bonus while in cover is pointless).&lt;br /&gt;
* If the damage suffered is in excess of the [[MEC Suit (EU2012)|MEC Suit]]&#039;s HPs then the soldier will have to endure wound recovery time. &lt;br /&gt;
* If the MEC Trooper is killed, the MEC Suit has to be repaired with small cost.&lt;br /&gt;
* MECs are very expensive to purchase, costing up to 200 [[Meld (EU2012)|Meld]] to create a MEC and equip it with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]].&lt;br /&gt;
* MEC Suits came with the [[Minigun (EU2012)|Minigun]] as its default Primary Weapon: more advanced primary weapons need to be manufactured in [[Engineering (EU2012)|Engineering]] before being deployed.&lt;br /&gt;
* They are immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. &lt;br /&gt;
* MEC Troopers can be healed with [[Medikit (EU2012)|Medikits]], [[MEC-2 Sentinel (EU2012)|Restorative Mist]], [[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]] and by captured [[Drone (EU2012)|Drones]]. Repairing with Arc Throwers is arguably more efficient, since if you don&#039;t stun any enemies, an Arc Thrower could be used to heal your MECs and save Medikits for your other soldiers. Deep Pockets will increase Arc Thrower usage to three, which could allow for seven healing uses between Field Medic and Medikits.&lt;br /&gt;
* MECs can&#039;t use [[Cover (EU2012)|Cover]] (so they can&#039;t be flanked). To compensate that they have &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* MECs can climb over half cover berms and up ledges, but are too heavy to use ladders and drainpipes to scale buildings, they can however use alien grav lifts.&lt;br /&gt;
* MECs rely on the [[Foundry (EU2012)|Foundry]] for several essential upgrades through different projects:&lt;br /&gt;
** Mobility: [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] - gives +3 [[Movement (EU2012)|movement]] points.&lt;br /&gt;
** Armor: [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] - gives 3 additional HPs.&lt;br /&gt;
** Flamethrower: [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] - increases weapon&#039;s damage from 6 to 9.&lt;br /&gt;
** Kinetic Strike Module: [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] - increases weapon&#039;s damage from 12 to 18 and using the Kinetic Strike as first action doesn&#039;t automatically end the MEC&#039;s turn. &lt;br /&gt;
* MEC Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Tactical Subsystems===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-1 (EU2012).png|30px]] &#039;&#039;&#039;MEC-1 Warden&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC FLAMETHROWER.png|32px]] &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; vs &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039; [[File:MEC KINETIC STRIKE MODULE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
*These are both short range weapons and useful in similar situations, so the choice is mostly down to personal taste. &lt;br /&gt;
* The Flamethrower is more effective against many weak units, while Kinetic Strike is more useful for taking down single tough units. If you don&#039;t intend to be close enough to use either most of the time, then take Kinetic Strike for the bonus mobility.&lt;br /&gt;
*Both the Kinetic Strike and the Flamethrower do not work against airborne enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;&lt;br /&gt;
*The Flamethrower&#039;s biggest perk is that it can strike multiple enemies, and with much more area of effect and greater damage than grenades, though it has a limited number of uses per mission.&lt;br /&gt;
*The high damage output of 6 means that Sectoids, Floaters, Thin Men, and Outsiders will be killed with a discharge of the Flamethrower. Later, after developing the [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] project, the damage from fire is increased to 9, allowing it to kill Mutons and Chryssalids, and severely damage other alien species or EXALT troops.  &lt;br /&gt;
*Robotic enemies are immune to flamethrowers. This includes both other MEC Troopers and [[S.H.I.V. (EU2012)|S.H.I.V.s]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;&lt;br /&gt;
*The Kinetic Strike Module (KSM) offers custom kill animations on [[Mechtoid (EU2012)|Mechtoids]], [[Berserker (EU2012)|Berserkers]], and [[Sectopod (EU2012)|Sectopods]], and has unlimited uses.&lt;br /&gt;
*Use caution when striking Sectopods: they&#039;re not knocked back and their death explosion will do 5 damage to the area nearby.&lt;br /&gt;
*Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.&lt;br /&gt;
**Vehicles explode instantly to flying bodies. On occasion, you might be able to take advantage of this to do combos.&lt;br /&gt;
**Cyberdiscs will be knocked back and &#039;&#039;then&#039;&#039; explode. Be careful not to accidentally punch one at an ally.&lt;br /&gt;
*Be careful not to destroy an ally&#039;s cover when striking an alien as the last act of your turn.&lt;br /&gt;
*Unlike the Berserker and the [[Chryssalid (EU2012)|Chryssalids]], you cannot strike from a diagonal square; you must be in one of the 4 adjacent squares to your target.&lt;br /&gt;
*Besides increasing its damage output from 12 to 18, the Foundry&#039;s [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] project allows the MEC to use the KSM as first action and move afterwards.&lt;br /&gt;
*The KSM also gives the MEC Trooper 4 extra movement points, or an additional 3 tiles. &lt;br /&gt;
*In free aim mode the KSM can be a way to punch through walls without the need to use valuable explosives.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-2 (EU2012).png|30px]] &#039;&#039;&#039;MEC-2 Sentinel&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC GRENADE LAUNCHER.png|32px]] &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; vs &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039; [[File:MEC RESTORATIVE MIST.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
* A choice of offense vs defense.&lt;br /&gt;
* Both benefit from the MEC Trooper having the &#039;&#039;&#039;Extended Storage&#039;&#039;&#039; ability, giving each 1 more use, for a total of 3 grenades or 2 Mists.  &lt;br /&gt;
&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
*Note that MECs already have a cover destroying area effect attack in Collateral Damage, but Grenade Launcher has a longer range, wider area of effect, and doesn&#039;t use your ammo clip.&lt;br /&gt;
**The grenades deal 4 damage but this can be upgraded to 5 through the Foundry&#039;s [[Foundry (EU2012)#Alien Grenades|Alien Grenades]] project. &lt;br /&gt;
**Grenades are fired in a ballistic arc, so can hit enemies behind terrain and on roofs that are out of direct line of sight.&lt;br /&gt;
*The Grenade Launcher is a great combination with the Proximity Mine Launcher for a Fire Support MEC that engages enemies from distance. &lt;br /&gt;
&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;&lt;br /&gt;
*Restorative Mist works on the user as well as any surrounding units within a circle.&lt;br /&gt;
**The Mist heals up to 4 damage but this can be upgraded to 6 through the Foundry&#039;s [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] project.&lt;br /&gt;
*Due to its limited use it is more efficient to apply Restorative Mist to heal several soldiers at once, rather than just the MEC Trooper carrying it. A single use of the Mist on the entire squad can heal up to 24 or more HPs. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-3 (EU2012).png|30px]] &#039;&#039;&#039;MEC-3 Paladin&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC PROXIMITY MINE.png|32px]] &#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; vs &#039;&#039;&#039;Electro Pulse&#039;&#039;&#039; [[File:MEC ELECTRO PULSE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; &lt;br /&gt;
* Proximity Mine Launcher is a more broadly applicable tactical weapon. Can be used on enemies that are out of sight, especially groups of inactive aliens that have been spotted by another soldier made invisible through [[Ghost Armor (EU2012)|Ghost Armor]], [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]].&lt;br /&gt;
** There was a game-crashing bug if an enemy sky dropped on to a Proximity Mine, which has been fixed.&lt;br /&gt;
* The mines can be set off by other explosions, such as grenades or rockets allowing for nice damage combos. &lt;br /&gt;
&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;&lt;br /&gt;
* Electro Pulse would be most useful for a MEC that likes to get up close and personal. Robots, particularly Sectopods, can do tremendous damage if left up, so the ability to stun them is quite useful in the event you can&#039;t kill them on the turn you see them. &lt;br /&gt;
** Sectopods that have prepped a Cluster Bomb will not be stopped from unleashing it if they are stunned with Electro Pulse.&lt;br /&gt;
&lt;br /&gt;
===Bonus Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS ASSAULT.png|30px]] &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Assault&#039;s &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; works well with a close combat oriented MEC, and helps to protect against melee enemies.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS HEAVY.png|30px]] &#039;&#039;&#039;Heavy&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC BODY SHIELD.png|32px]] &#039;&#039;&#039;Body Shield&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;&#039;Body Shield&#039;&#039;&#039; is the most generically useful defensive ability, giving the MEC good protection from a single unit, but it won&#039;t help much if you let your MEC get swarmed. It also won&#039;t help much against melee attacks, since they automatically hit.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS SNIPER.png|30px]] &#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC PLATFORM STABILITY.png|32px]] &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Sniper&#039;s &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; is great for a fire support MEC, and becomes especially powerful once the MEC gains &#039;&#039;&#039;Overdrive&#039;&#039;&#039; and can use its first move action to fire.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS SUPPORT.png|30px]] &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC DISTORTION FIELD.png|32px]] &#039;&#039;&#039;Distortion Field&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Support&#039;s &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; is a strong defensive buff for nearby troopers, but doesn&#039;t help the MEC itself since it doesn&#039;t use cover. &lt;br /&gt;
* Does not stack if a soldier is in two or more defensive fields of several MECs.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC ADVANCED FIRE CONTROL.png|32px]] &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; vs &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
* Advanced Fire Control is the most useful of both abilities, specially on a MEC Trooper with &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&lt;br /&gt;
* Automated Threat Assessment is cancelled when the the MEC fires, which makes it dubiously useful. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC VITAL POINT TARGETING.png|32px]] &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; vs &#039;&#039;&#039;Damage Control&#039;&#039;&#039; [[File:MEC DAMAGE CONTROL.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&lt;br /&gt;
* Vital-Point Targeting also confers bonus against [[EXALT (EU2012)|EXALT]] units.&lt;br /&gt;
* This ability works either for Fire Support or Close Assault MECs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
* Damage Control is also suited for Close Assault MECs that are on the midst of a prolonged engagement. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC JET BOOT MODULE.png|32px]] &#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039; vs &#039;&#039;&#039;One For All&#039;&#039;&#039; [[File:MEC ONE FOR ALL.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
*One For All and Jet Boots are free actions with unlimited uses, but can&#039;t be used after the MEC has spent both of its actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&lt;br /&gt;
*MECs can&#039;t climb ladders or drainpipes, so if you want your MEC to be able to get on top of buildings Jet Boots is the only way.&lt;br /&gt;
*Jet Boots are more suited for Close Assault MECs, who need a lot of mobility to survive. But they can also be used by Fire Support MECs to gain height advantage when firing their primary weapon at targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One For All&#039;&#039;&#039;&lt;br /&gt;
*One For All can be used as &amp;quot;emergency cover&amp;quot;. If a soldier is flanked by enemies and can&#039;t move (or you don&#039;t want to move), you can move your MEC to them and One For All to give them cover.&lt;br /&gt;
*Restorative Mist, Grenade Launcher, Proximity Mines and Electro Pulse can be used while a MEC uses One For All and not end the ability.&lt;br /&gt;
*If Reactive Targeting Sensors is taken, a MEC using One For All will deactivate One For All when fired upon, leaving any soldiers using the MEC for cover exposed.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC REPAIR SERVOS.png|32px]] &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; vs &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; [[File:MEC EXPANDED STORAGE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&lt;br /&gt;
* Repair Servos are the most likely choice for a Close Assault MEC since it will allow it to restore some HPs during a prolonged fight without having to pull back for healing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
* A Fire Support or a MEC with Restorative Mist will likely want Expanded Storage, since with [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] that gives the same amount of healing as Repair Servos just on the MEC itself, though you may find some value in Repair Servos not needing to spend an action.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK MAJOR.png|30px]] &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC OVERDRIVE.png|32px]] &#039;&#039;&#039;Overdrive&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; does not count for this ability, and will end the turn if used as the first action.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC ABSORTION FIELDS.png|32px]] &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; vs &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; [[File:MEC REACTIVE TARGETING SENSORS.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&lt;br /&gt;
*Given that a Colonel-level MEC Trooper is probably piloting a [[MEC-3 Paladin (EU2012)|Paladin MEC]], they&#039;ll have 26 HP (29 with [[Foundry (EU2012)#Shaped Armor|Shaped Armor]]), this means that only attacks that do more than 8-9 damage will be affected by Absorption Fields, which essentially means it&#039;ll only trigger against critical hits, which MECs rarely take anyways, or [[Sectopod (EU2012)|Sectopods]], which do 10 Damage, so you&#039;re only saving 1 HP.&lt;br /&gt;
**However, Paladins are very expensive, costing 200 Meld to build. If you have other MECs at Colonel, and not enough Paladins to go around, Absorption Fields might just be the thing to compensate for that loss of Health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&lt;br /&gt;
*Reactive Targeting Sensors will activate even if the MEC is not on [[Overwatch (EU2012)|Overwatch]], which can be useful for Dashing or Meld scouting without having to save an action for Overwatch.&lt;br /&gt;
**A MEC with this ability can effectively have two Overwatch shots. If an enemy moves before the MEC is attacked, the MEC will use its Overwatch first and Reactive Targeting Sensors second if the MEC is attacked afterwards.&lt;br /&gt;
*Reactive Targeting Sensors will even activate against targets that failed to Mind Control the MEC Trooper; a pseudo-form of [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]].&lt;br /&gt;
*Advanced Fire Control makes Reactive Targeting Sensors even more useful as a MEC can fire without aim penalty.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Progeny_(EU2012)&amp;diff=54670</id>
		<title>Progeny (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Progeny_(EU2012)&amp;diff=54670"/>
		<updated>2013-12-22T22:12:29Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Correction, Annette joins as Sergeant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Annette (EU2012).png|right|300px|Annette on the Security Breach trailer]]&lt;br /&gt;
&lt;br /&gt;
Operation Progeny is a new campaign on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] (EW) consisting of 3 linked [[The Council (EU2012)|Council]] missions, similar to the previous [[Slingshot DLC (EU2012)|Slingshot]] campaign. Like Slingshot, Progeny is optional and can be toggled on/off when choosing the game options at start. &lt;br /&gt;
&lt;br /&gt;
Progeny was created to be released as the 2nd planned standalone [[DLC (EU2012)|DLC]] for XCOM: Enemy Unknown but its release was cancelled after a general less than positive response to Slingshot and Firaxis decided instead to include it on EW. Thus, the narrative has suffered some changes from the original version to fit with the additions brought by EW to the XCOM universe, namely the [[EXALT (EU2012)|EXALT]] and the [[XCOM Base Defense (EU2012)|Base Defense]] missions.&lt;br /&gt;
&lt;br /&gt;
The campaign consists of 3 missions, called [[Portent (EU2012)|Portent]], [[Deluge (EU2012)|Deluge]] and [[Furies (EU2012)|Furies]] and revolves about a new French character, [[Annette Durand (EU2012)|Annette Durand]], which has a special power that makes her a target of interest for XCOM, the [[Alien Life Forms (EU2012)|Aliens]] and EXALT. &lt;br /&gt;
&lt;br /&gt;
The first mission, Portent takes place in April and the following missions, Deluge and Furies will only happen after the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base Assault]] and [[XCOM Base Defense (EU2012)|XCOM Base Defense]] missions are completed. According to  [[Vahlen (EU2012)|Dr. Vahlen]], Annette is the reason behind the assault the [[XCOM HQ (EU2012)|XCOM HQ]] since the aliens managed to use her [[Psionic (EU2012)|psionic]] powers to mass control XCOM personnel and allow the raid to happen.&lt;br /&gt;
&lt;br /&gt;
After Deluge is completed, Annette will become an XCOM [[Soldiers (EU2012)|soldier]] at the Barracks, with a random class and the rank of Sergeant. Successfully completing Furies can also give you up to 3 additional soldiers, all at Lieutenant rank and gifted if psionically [[Psi Lab (EU2012)|tested]].&lt;br /&gt;
&lt;br /&gt;
As part of EW&#039;s expanded storyline, Progeny&#039;s missions are not essential, but they add to the overall story of the fight against EXALT and the alien collective, while Slingshot is it&#039;s own side plot. However, [[Progeny (EU2012)|Progeny&#039;s]] missions are not as profitable. For a better comparison of both campaigns check [[Missions (EU2012)#Progeny vs. Slingshot|Progeny vs. Slingshot]].&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Missions (EU2012)]]&lt;br /&gt;
[[Category:Progeny (EU2012)]]&lt;br /&gt;
[[Category:Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Access_Lift_(EU2012)&amp;diff=54657</id>
		<title>Access Lift (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Access_Lift_(EU2012)&amp;diff=54657"/>
		<updated>2013-12-21T22:34:45Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }}&lt;br /&gt;
[[Image:Access Lift (EU2012).png|right|200px|Access Lift]]&lt;br /&gt;
Access Lifts enable XCOM&#039;s subterranean base to expand deeper into the earth.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Facilities Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|manpower=N/A&lt;br /&gt;
|costs=§50&lt;br /&gt;
|power=2&lt;br /&gt;
|maintenance=§ per month&lt;br /&gt;
|build time=5 days&lt;br /&gt;
|provides=access to lower levels&lt;br /&gt;
|adjacency=N/A&lt;br /&gt;
|}}&lt;br /&gt;
*You cannot build on a level that does not have an Access Lift present.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Meld_(EU2012)&amp;diff=54636</id>
		<title>Meld (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Meld_(EU2012)&amp;diff=54636"/>
		<updated>2013-12-20T22:45:08Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */ Added 50 meld to alien base misson&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Meld 2 (EU2012).png|right|200px|Meld Molecule]]&lt;br /&gt;
The &#039;&#039;&#039;Meld&#039;&#039;&#039; is an alien substance introduced on [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] whose precise origin and composition are unknown but which allows the [[Alien Life Forms (EU2012)|aliens]] to perform cybernetic and genetic modifications on life forms, including humans. After its recovery from a battlefield and upon completing the necessary Research, the Meld can be used by XCOM to transform [[Soldiers (EU2012)|soldiers]] into [[Mech Trooper (EU2012)|Mech Troopers]] or to perform [[Gene Mods (EU2012)|genetic augmentation]] on different parts of their bodies.&lt;br /&gt;
&lt;br /&gt;
The Meld will mainly be recovered from the aliens, during Abductions or UFO missions, where there will be canisters spread around randomly on the battlefield. The containers are equipped with self-destruction devices with timers so it will be necessary to reach the canisters before time runs out to capture the substance. Explosions, and misses from any sufficiently powerful weapon may also destroy it.&lt;br /&gt;
&lt;br /&gt;
Certain aliens ([[Mechtoid (EU2012)|Mechtoid]] and [[Heavy Floater (EU2012)|Heavy Floater]]) will also provide small quantities of Meld with their corpses, upon &lt;br /&gt;
completion of a mission.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
The biggest question of most Commanders is, MEC Troopers or Gene Mods? Both are powerful additions to your squad and you can&#039;t go wrong with either, however there ups and downs to both. You can easily do both, however, though it will limit both.&lt;br /&gt;
===General===&lt;br /&gt;
Collecting large quantities of Meld is easy early on when Abduction Missions still occur. Once Abductions no longer happen, the amount of Meld you get falls considerably. While shot down UFOs and certain enemies provide some, it isn&#039;t nearly as much as the routine Abductions. With there usually being about 2 or 3 Abductions a month, this eventually becomes a significant amount of Meld no longer acquired.&lt;br /&gt;
&lt;br /&gt;
Meld bonuses are mutually exclusive. A MEC Trooper cannot have Gene Mods, and a Gene Modded soldier will lose his or her Gene Mods if turned into a MEC, wasting the Meld already invested into the soldier. Plan accordingly.&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
Gene Mods are passive powers and bonuses added to a soldier.&lt;br /&gt;
====Pros====&lt;br /&gt;
* Cheap. Fully outfitting a soldier with 5 gene mods costs between 60 and 110 Meld, depending on which Gene Mods are chosen.&lt;br /&gt;
** This is of course provided you don&#039;t switch mods.&lt;br /&gt;
* Passive. All of the Gene Mod abilities are passive bonuses which apply when certain conditions are met, meaning you don&#039;t have to make any changes to your game play.&lt;br /&gt;
* Same Soldier, just better. A Gene Modded Sniper is still a Sniper. You don&#039;t have to sacrifice your kick butt Sniper to make them better with your Meld.&lt;br /&gt;
* Adjustable. If you picked the wrong mod, found out you really don&#039;t like that mod or the mod is no longer as necessary on that soldier, you can change it.&lt;br /&gt;
** Be careful though as this can be expensive. It&#039;s best if you choose your mods and stick with them.&lt;br /&gt;
====Cons====&lt;br /&gt;
* Items, armors and class abilities can give some of the same perks as Gene Mods can without putting a soldier out of action for 3, 6, 9, 12 or 15 days and using up Meld and Credits.&lt;br /&gt;
** Although in many cases, Gene Mods can add to or complement many these perks. For example, Archangel Armor and Muscle Fiber Density. The Gene Mod allows a soldier to get into the high ground just as easily as the Archangel Armor or Grappling Hook armors can, but on flatter maps, the Archangel Armor can still give you the needed height bonus.&lt;br /&gt;
* Time. For every mod you put on a soldier, they will be unable to do a mission for 3 days. If you stick all 5 mods on at once, the soldier will be out of action for 15 days.&lt;br /&gt;
===MEC Trooper===&lt;br /&gt;
By making a soldier into a MEC Trooper, they become an entirely new class.&lt;br /&gt;
====Pros====&lt;br /&gt;
* Destructive. MEC Troopers have a number of powerful area of effect and cover busting abilities. Some of these aren&#039;t limited by item usage like rockets and grenades are.&lt;br /&gt;
** Be careful as some of these might hurt your own troops.&lt;br /&gt;
* Tough. MEC Suits provide massive health bonuses allowing the MEC Trooper to take an obscene amount of punishment before having to go into the infirmary, let alone be killed. This is on top of a hefty Will bonus making it even harder to kill them.&lt;br /&gt;
* Powerful. MEC Trooper guns are quite powerful compared to other guns.&lt;br /&gt;
* Three words: Alien Face Punching.&lt;br /&gt;
====Cons====&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;EXPENSIVE&#039;&#039;&#039;&#039;&#039;. Although it only costs 10 Meld to make a MEC Trooper, it costs 200 Meld to give them a Level 3 Paladin suit (40 for the Warden, 60 for the Sentinel, 100 for the Paladin).&lt;br /&gt;
* Fire Magnet. Remember how you felt the first time you saw a Sectopod? The enemy has the same reaction. With a level 3 Paladin suit, the MEC has only 20 defense. To make matters worse, they can&#039;t go into cover, making them very tempting targets.&lt;br /&gt;
* No Psionics. MECs cannot be Psionics and Psionics cannot be MECs.&lt;br /&gt;
* No Inventory. Yes, the suits give options which can somewhat mimic some of the standard items, but they still don&#039;t get a proper inventory.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|200px|Meld Canister with 5 turns remaining]]&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* Meld cannot be sold at the [[Grey Market (EU2012)|Grey Market]].&lt;br /&gt;
* All the [[Alien Abductions (EU2012)|abductions]] and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters.&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister is located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.&lt;br /&gt;
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of canisters in a given campaign (unconfirmed - see [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]).&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause [[Damage (EU2012)|damage]] to any player units nearby.&lt;br /&gt;
* Meld canisters can be destroyed with explosives.&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|aliens]] on a mission you&#039;ll automatically recover any intact Meld containers, including still hidden ones.&lt;br /&gt;
* The Meld can be used to create either [[MEC Trooper (EU2012)|MEC Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities ([[Gene Mods (EU2012)|Gene Mods]]).&lt;br /&gt;
[[File:Meld Icon (EU2012).png|right|200px|Meld]]&lt;br /&gt;
* In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new [[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Lab (EU2012)|Genetics Lab]] and [[Cybernetics Lab (EU2012)|Cybernetics Lab]]. Both cost §50 and require 3 power and 10 days to build. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] and the Genetics Lab with [[Laboratory (EU2012)|Laboratories]] for adjacency bonus.&lt;br /&gt;
** For consideration on building them early or late; whether you want 5 engineers, or low-level MEC troopers, with what limited resources you&#039;ll have early on, for example.&lt;br /&gt;
** There are reflective Meld &#039;crystals&#039; in the [[XCOM HQ (EU2012)|Ant Farm]] view. Zooming in on them, angled facets show a brick wall with a window,  facets facing the camera seem to be reflecting a sprite of a green-irised eye.&lt;br /&gt;
* There is a small tutorial (optional) to show how Meld works. &lt;br /&gt;
* Mechtoids and Heavy Floaters, drop 5 Meld per kill.&lt;br /&gt;
* You&#039;ll get one-time amounts of Meld for researching Meld Recombination and for assaulting the [[Storyline Missions (EU2012)#Assault Alien Base|alien base]](a total of 50 meld).&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Alien Artifacts (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=54116</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=54116"/>
		<updated>2013-12-10T09:06:07Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Alien Grenades */ small edit to reflect damage increase of MECs grenade launcher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Foundry.jpg|thumb|right|300px|The Foundry.]]&lt;br /&gt;
&lt;br /&gt;
The Foundry allows for item upgrades similar to the [[Officer Training School (EU2012)|Officer Training School]].  Unlike the OTS, Foundry projects take time to complete similar to research projects. Additionally, several Foundry projects benefit from various [[Research (EU2012)#Research Credits|Research Credits]]. Also, take note that, unlike [[Research (EU2012)|Research]] projects, multiple Foundry projects can be run at the same time (they will not affect each other&#039;s time requirement).&lt;br /&gt;
&lt;br /&gt;
In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Foundry counts as a [[Workshop (EU2012)|Workshop]] for Adjacency Bonus purposes.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The Foundry must be constructed in the [[XCOM Headquarters (EU2012)|HQ]] in order to be accessed.  Cost and Time are based off 5 Engineers on Classic [[Difficulty (EU2012)|difficulty]].&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the [[XCOM Headquarters (EU2012)|XCOM bas]]e is located in Asia or by providing Asia with full [[Satellite (EU2012)|satellite]] coverage, commanders are granted the continent bonus &#039;&#039;&#039;Future Combat&#039;&#039;&#039;. This bonus reduces most of the resource requirements for Foundry projects by 50%. However, the requirements for [[Weapon Fragments (EU2012)|Weapon Fragments]], Corpses, Engineers, and base items to be improved upon (i.e. [[Alien Grenade (EU2012)|Alien Grenade]]) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
===S.H.I.V.s===&lt;br /&gt;
====Heavy Weapons Platform ([[S.H.I.V._(EU2012)|S.H.I.V.]])====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Heavy Weapons Platform Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§70 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |5 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Basic [[S.H.I.V. (EU2012)|S.H.I.V.]] becomes available in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
*This unlocks S.H.I.V.s in general: the [[S.H.I.V. (EU2012)#Alloy S.H.I.V.|Alloy S.H.I.V.]] requires that the [[Carapace Armor (EU2012)|Carapace Armor]] research &#039;&#039;also&#039;&#039; be completed, and these &#039;&#039;plus&#039;&#039; the [[Firestorm (EU2012)|Firestorm]] research tree for the [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] (i.e., the latter two are &#039;&#039;&#039;not&#039;&#039;&#039; additional Research/Foundry projects).&lt;br /&gt;
====S.H.I.V. Suppression====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:S.H.I.V. Suppression Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;:[[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Allow [[S.H.I.V. (EU2012)|S.H.I.V.]] suppressive fire&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of [[Suppression (EU2012)|suppressive fire]], letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Effectively the same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s Suppression ability.&lt;br /&gt;
====S.H.I.V. Laser====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Heavy Lasers Research (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons, All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with laser version&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Naturally, if your play style includes even some S.H.I.V. usage, this should be gotten at earliest opportunity.&lt;br /&gt;
*Also adds +10 aim to S.H.I.V.&lt;br /&gt;
====S.H.I.V. Plasma====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Plasma Cannon Research (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §200&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;45 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  30 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Plasma Weaponry&amp;lt;br&amp;gt;All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  [[S.H.I.V. (EU2012)|S.H.I.V.]] minigun replaced with plasma version&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* As with the S.H.I.V. Laser, this should be gotten at earliest opportunity if you use them. If not: the 30 fragments price makes it unimportant. Does not require the Laser upgrade to be completed first.&lt;br /&gt;
*Confers additional +15 aim to S.H.I.V.&lt;br /&gt;
&lt;br /&gt;
====S.H.I.V. Repair====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:S.H.I.V. Repair Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]] and [[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §70&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;15 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Allows soldiers to repair [[S.H.I.V. (EU2012)|S.H.I.V.]] units with [[Arc Thrower (EU2012)|Arc Thrower]]. On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] MECs can also be repaired. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, a possible priority for S.H.I.V. users, if you cannot hack [[Drone (EU2012)|Drone]] for whatever reason (none available, can&#039;t get to them, etc).&lt;br /&gt;
&lt;br /&gt;
===Weapons/Equipment===&lt;br /&gt;
====Improved Pistol I====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol I Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All pistols [[Critical Hits (EU2012)|Critical Chance]] increased by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their on their targets.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* This upgrade gets added even though it is not mentioned in the critical column.&lt;br /&gt;
====Improved Pistol II====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol II Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases all pistols Aim by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*According to findings in the game code this upgrade is ineffective. Unclear if this bug has been solved on the Enemy Within DLC. &lt;br /&gt;
====Improved Pistol III====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Pistol III Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §250&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All pistols Damage increased by 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Having learned a great deal from the alien weapons recovered from the field, we think it should be possible to implement improvements across our entire range of side arms. At the very least, we can expect an increase in the maximum damage output of all of our pistols.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*To a &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; [[Sniper (EU2012)|Sniper]] with a Plasma Pistol, this totals to a respectable base damage of 6. Plus the other two Pistol upgrades, this turns their pistols into decent holdout weapons.&lt;br /&gt;
====[[S.C.O.P.E._(EU2012)|S.C.O.P.E.]] Upgrade====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:SCOPE Upgrade Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&#039;s [[Critical Hits (EU2012)|Critical Chance]] by 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*The item and upgrade of choice for a [[Sniper (EU2012)|Sniper]].&lt;br /&gt;
*This upgrade gets added even though it is not mentioned in the critical column.&lt;br /&gt;
====[[Alien_Grenade_(EU2012)|Alien Grenades]] ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Alien Grenades Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §75&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  1x [[Alien Grenade (EU2012)|Alien Grenade]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;20 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Alien Grenades will become available in unlimited quantity&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all of our current frag grenades to this new, deadlier version.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
* On EU this upgrade is often fairly irrelevant.  Assuming you stun-capture a [[Muton (EU2012)|Muton]], [[Heavy Floater (EU2012)|Heavy Floater]], and a [[Muton Elite (EU2012)|Muton Elite]], you&#039;ll get three Alien Grenades, which is more than enough for most teams: your money, Elerium, alloys, and especially fragments are best spent elsewhere.&lt;br /&gt;
* On the Enemy Within DLC the 2 items allowed by Tactical Rigging can make it more useful if you&#039;re planning to use a lot of grenades. Furthermore, any MEC Trooper with a Grenade Launcher equipped will do more damage(increases the damage from 4 to 5) with the grenades with Alien Grenades researched.&lt;br /&gt;
** However, security personnel on [[XCOM_Base_Defense_(EU2012)|Base Defense]] will still only carry basic grenades, so don&#039;t research it just for that.&lt;br /&gt;
&lt;br /&gt;
====Improved [[Medikit_(EU2012)|Medikit]]====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Medikit Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §125 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Thin Man Corpse (EU2012)|Thin Man Corpse]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;15 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Healing delivered by a single [[Medikit (EU2012)|Medikit]] charge increased from 4 to 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;The flexible physiology of the [[Thin Man (EU2012)|Thin Men]] has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*For your Medic [[Support_(EU2012)|Support]], this can either be an alternative to the &#039;&#039;&#039;Savior&#039;&#039;&#039; Ability (additional 4 pts per heal), or in conjunction with it, for a total of 10 pt heals per use. Plus &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, that&#039;s up to 30 HP a mission.&lt;br /&gt;
**In Enemy Within, the MEC-2 Sentinel&#039;s Restorative Mist also benefits from this upgrade, and perhaps even makes better use of it, give it is an area-of-effect heal, meaning a single charge could theoretically heal 36 total damage (6 on each member of the Squad).&lt;br /&gt;
&lt;br /&gt;
====Improved [[Arc_Thrower_(EU2012)|Arc Thrower]] ====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Improved Arc Thrower Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]] and [[Elerium (EU2012)|Elerium]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §100&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Drone Wreck (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;20x [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Aliens up to 6 HP can be successfully stunned&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
*Very useful for late-game captures: your more powerful weapons will weaken stronger aliens, but probably won&#039;t be able to &amp;quot;stop on a dime&amp;quot; and leave them at 1-3 HP (and will kill them outright instead), but Mindfray takes off a whole 5 pt bar of HP each time, which in whole gives you some room for making any last captures.&lt;br /&gt;
*Before this upgrade: 3,2,1 HP -&amp;gt; 70,80,90% chance. After: 6,5,4,3,2,1 HP -&amp;gt; 70,80,90,95,95,95% chance. &lt;br /&gt;
====[[Drone (EU2012)|Drone]] Capture====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Drone Autopsy Research (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]], [[Drone Autopsy (EU2012)|Drone Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §175&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Drone Wreck (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Allows Arc Thrower to hack control of [[Drone (EU2012)|Drones]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Captured drone is controllable by the squad for the remainder of the mission (flying scout, 2 damage weapon, repair S.H.I.V. and other Drones, self-destruct). Still requires close proximity and consumes one use of an Arc Thrower.&lt;br /&gt;
====Ammo Conservation====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Ammo Conservation Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Muton Autopsy (EU2012)|Muton Autopsy]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;90 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 [[Muton Corpse (EU2012)|Muton Corpse]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Beam Weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | All weapons can be fired twice as many times before reloading&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;[[Muton (EU2012)|Muton]] armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*This is one of the single most important soldier upgrades you can buy from the Foundry, and perhaps in the game. As aliens get tougher and need more shots to put down, reloading puts you at more and more risk.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
====Advanced Repair====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Advanced Repair Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy ]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  §175&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  4 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&amp;lt;br&amp;gt;20 Engineers &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  ?&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Improves repair rate of [[S.H.I.V. (EU2012)|S.H.I.V.s]] and [[Hangar (EU2012)#Crafts|aircraft]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  &#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*Not too expensive, but depending on your luck with where/when UFOs appear, you may or may not need this. The big drawback is that by the time Heavy Floaters begin to appear, you&#039;ll probably have [[Firestorm (EU2012)|Firestorm]]s and Plasma Weapons, and not be too burdened by repair times.&lt;br /&gt;
*On the other hand, if you&#039;re using a lot of SHIVs, this can help keep them ready for the next mission, meaning you need less overall.&lt;br /&gt;
&lt;br /&gt;
====Advanced Flight====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Archangel Armor Research (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §325&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&amp;lt;br&amp;gt;2 [[Drone (EU2012)|Drone Wreck]]&amp;lt;br&amp;gt;2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]]&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Flight&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Doubles fuel for Archangel Armor from 6 to 12, and [[S.H.I.V. (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]] from 12 to 24&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We believe that we can improve the small system flight capabilities of the Archangel Armor and the Hover S.H.I.V. designs, considerably increasing their maximum flight time in combat.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*As Archangel Armor is the suit of choice for [[Sniper (EU2012)|Snipers]], especially ones with Squad Sight, the additional moves are appreciable.&lt;br /&gt;
====Advanced Construction====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Advanced Construction Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §375&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 [[Sectopod Wreck (EU2012)|Sectopod Wreck]]&amp;lt;br&amp;gt;20 [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;30 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Allows you to construct facilities in half time for double cost&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*A very late-game upgrade, the most use you will have left from this is filling out your [[Firestorm (EU2012)|Firestorm]] fleet, and, if you feel the need, reorganizing your base facilities in short order.&lt;br /&gt;
* It is toggled when facility/item is ordered, option will be named &amp;quot;Rush construction: ON/OFF&amp;quot;&lt;br /&gt;
====Stealth [[Satellite (EU2012)|Satellites]]====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Stealth Satellites Foundry (EU2012).png|128px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Makes [[Satellite (EU2012)|Satellites]] harder to detect by [[UFOs (EU2012)|UFOs]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
*As long as you shoot down a UFO, it won&#039;t spawn a [[Battleship (EU2012)|Battleship]] that will attempt to destroy your satellites (which they will then seem to do with regular success anyways). Those flight computers would be of better use on [[Firestorm (EU2012)|Firestorm]]s.&lt;br /&gt;
===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===&lt;br /&gt;
====Tactical Rigging====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|128px|Tactical Rigging]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 Days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gives all [[Soldiers (EU2012)|soldiers]] 2 [[Equipment (EU2012)|item]] slots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM&#039;s individual soldier protection systems. These will enable soldiers to bring a second item into battle.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* One of the most important upgrade in Enemy Within; it basically gives the original Deep Pockets ability to everyone you have.  Being able to carry two items makes certain items, such as the [[Mind Shield (EU2012)|Mind Shield]], significantly more attractive.&lt;br /&gt;
* It&#039;s also a great way to make sure you always have someone to patch up a critically wounded squad mate, even if its the Medic who got dropped.&lt;br /&gt;
* If you don&#039;t know what to give a soldier in his second slot, you can almost never go wrong with a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] or a [[Medikit (EU2012)|Medikit]].&lt;br /&gt;
&lt;br /&gt;
====Sentinel Drone====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|128px|Sentinel Drone]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Drone Autopsy (EU2012)|Drone Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §80&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  Repairs 2 HP per turn. Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we&#039;ve been able to retain its repair capability and use its spare AI cycles to improve the SHIV&#039;s situational firing heuristics.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
====Shaped Armor====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|128px|Shaped Armor]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;:  [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Increases [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] stats by 3 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;The invaders&#039; mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 3 HP might not sound like a lot, but it makes a big difference on MECs, given how much fire they tend to attract.  It&#039;s less important if you&#039;re only using S.H.I.V.s, since they&#039;re replaceable.&lt;br /&gt;
* If you&#039;re using this with S.H.I.V.s, this will extend the repair time because they can lose more HP before dying.  You may want to build a few extra, or research Advanced Repair, if not both. MECs do not suffer from this downside.&lt;br /&gt;
&lt;br /&gt;
====Advanced Servomotors====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|128px|Advanced Servomotors]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Allows extra mobility for [[MEC Trooper (EU2012)|MECs]] and [[S.H.I.V. (EU2012)|S.H.I.V.]] units&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;After a careful examination we&#039;ve been able to replicate the articulated joints of the [[Mechtoid (EU2012)|Mechtoid]], allowing for mobility improvements on both our cybersuits and SHIV Units.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Basically, this is the equivalent of the Sprinter [[Abilities (EU2012)|ability]] for MECs and S.H.I.V.s. If you&#039;re using them, its a great upgrade. If you aren&#039;t, don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
====Elerium Jelly====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|128px|Elerium Jelly]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§200&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |15 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |10 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Increases Flamethrower damage from 6 to 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;Using Elerium in tactical situations is quite risky; in the absence of a full sized craft&#039;s regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re using the Flamethrower, you should probably buy this.  9 damage is enough to one-hit a [[Muton (EU2012)|Muton]] and most [[EXALT Units (EU2012)|EXALT operatives]]. Remember: injured enemies can shoot back. Dead enemies can&#039;t.&lt;br /&gt;
&lt;br /&gt;
====MEC Close Combat====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Image&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Requirements&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Variable cost &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fixed cost &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Research Credits applies &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Time&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Result&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|128px|MEC Close Combat]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |§200&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |5 Engineers&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |7 days&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Kinetic Strike no longer ends the MEC&#039;s turn. Increases Kinetic Strike Module&#039;s damage from 12 to 18 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039;Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re using Kinetic Strike Module, this allows your MEC to one-shot most enemies in the game in melee. If you aren&#039;t, don&#039;t waste your credits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=54060</id>
		<title>Talk:Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=54060"/>
		<updated>2013-12-08T22:11:07Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Aiming Angles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve seen +§7/month and +§200 month with New Economy activated. While I can&#039;t confirm, maybe the range is §5~200? [[User:Moyang|Moyang]] 03:09, 9 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
This patch isn&#039;t listed as DLC in steam library properties, wouldn&#039;t it better to move this page elsewhere? [[User:Moyang|Moyang]] 04:54, 9 January 2013 (EST)&lt;br /&gt;
:Everyone else seems to call it a DLC from what I&#039;ve read on the interviews and the 2K forums. I think I understand your reservation coming from the fact that it isn&#039;t a &#039;pack&#039; that can be purchased like Slingshot or Elite Soldier but do you have any better (and as simple) suggestion than calling it &#039;DownLoadable Content&#039;? [[User:Hobbes|Hobbes]] 06:52, 9 January 2013 (EST)&lt;br /&gt;
:: Well, &#039;patch&#039;? In Civilization 5 they gave free Mongolia DLC , and it is listed as DLC in [http://i47.tinypic.com/zuggaf.jpg steam library properties window]. [[User:Moyang|Moyang]] 07:24, 9 January 2013 (EST)&lt;br /&gt;
::: Or we can just remove the DLC from the page name and be done with it. :) Something else I noticed you added to this page - since 2nd Wave is now official there&#039;s no point in comparing it with the previous mod since it supersedes it. [[User:Hobbes|Hobbes]] 07:30, 9 January 2013 (EST)&lt;br /&gt;
:::: I added that line because many people said explosives will do random damage too, which isn&#039;t the case in the official 2nd wave. But I think you&#039;re right. [[User:Moyang|Moyang]] 08:12, 9 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Seems like no site I&#039;ve seen yet really goes into how the Second Wave options affect gameplay or battle strategy. Like how Absolutely Critical renders Assault&#039;s abilites; Aggression, and moreso, Close &amp;amp; Personal, more or less redundant, and with Damage Roulette, and an Assault with an Alloy Canon, Killer Instinct, Rapid Fire, and Run &amp;amp; Gun-ning can potentially one-hit kill anything even in Impossible (doing an Impossible run, seeing if I can do so on a Sectopod: no success yet), and with both, a Sniper with the right position and aim-boosting feats/eqip becomes a deadly sentry. Or how Damage Roulette can be both a life-saver (2 damage from a Sectopod blast? I&#039;ll take it), or screw you over (my last attempt to 1-hit Sectopod with the above-said Assault...1 damage, 1 damage. Fuck.) or War Wariness forces you to either win quickly, or rely on Council missions and Grey market sales for lategame money (and would make &#039;farming&#039; for new recruits with high stats for your final Psi squad difficult), or with Not Created Equally, Hidden Potential, and OTS&#039;s New Guy and Iron Will, how to farm Squaddies (for my first batch of Psi troops with all of that on: Will/Aim of 65/75-ish is a good median range for keepers, I&#039;ve seen mismatches as bad as 29/89 and 71/51, and what I call &amp;quot;Uber&amp;quot; potential with 72/89, and ending with +120/+120 stats (highest Will I&#039;ve gotten so far is 133/84 on a heavy, and best aim was 117/128 on a sniper, and best overall was 128/126 on another sniper)). But, for example, the Abilites page gives good advice on mix/matching them and prioritizing with regards to personal playstyle. Short version: this page could use such. --[[User:Xuncu|Xuncu]] 08:39, 18 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Marathon and XP requirements==&lt;br /&gt;
I&#039;ve just noticed that this line of text was removed:&lt;br /&gt;
** Can make game easier because you&#039;ll get more missions but the experience points required for promotions remain the same, so your soldiers can level up faster than in a regular game.  &lt;br /&gt;
Is this incorrect or is there another justification for removing it? [[User:Hobbes|Hobbes]] 14:03, 19 May 2013 (EDT)&lt;br /&gt;
*Moyag&#039;s the one that deleted it, so dunno, but my guess is that the wording wasn&#039;t clear to him. Lemme think..... ok, how&#039;s that? --[[User:Xuncu|Xuncu]] 01:33, 20 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Results Driven ==&lt;br /&gt;
&lt;br /&gt;
Is this Second Wave option intended to permanently lower funding as panic increases, rather than temporarily? My thinking was if panic was reduced, then funding should slowly return to original amount but so far, this doesn&#039;t seem to be the case. Could someone verify the permanence for my own peace of mind?--[[User:DracoGriffin|DracoGriffin]] 17:15, 27 November 2013 (EST)&lt;br /&gt;
:Did you turned on War Wariness too? [[User:Moyang|Moyang]] 20:37, 27 November 2013 (EST)&lt;br /&gt;
::No, I&#039;m only in April so it may increase in the next month but I was hoping for an answer as I might restart. Couple of countries are funding &amp;lt;$40 due to New Economy, as well.--[[User:DracoGriffin|DracoGriffin]] 02:33, 28 November 2013 (EST)&lt;br /&gt;
:::Phew, looks like I was right after all. Russia&#039;s funding just went up to $62 from $37. They went 5 panic in March, then put up Satellite but stayed $37 through April and now jumped to $62 as they lowered to 1 panic in May.--[[User:DracoGriffin|DracoGriffin]] 04:26, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Itchy Trigger Tentacle ==&lt;br /&gt;
&lt;br /&gt;
Does anyone actually have this because it does not appear on mine currently.--[[User:Ditto51|Ditto51]] 09:57, 28 November 2013 (EST)&lt;br /&gt;
:I have. You need to win the game on Impossible (I think) to unlock it. There&#039;s an easier way to unlock it that has been posted at the Nexusforums. [[User:Hobbes|Hobbes]] 10:41, 28 November 2013 (EST)&lt;br /&gt;
::I got it after completing Classic on XBOX360. Maybe different for PC?--[[User:DracoGriffin|DracoGriffin]] 13:54, 28 November 2013 (EST)&lt;br /&gt;
:::I&#039;ve only completed it on Normal, and if you got it on Classic then it is almost definite that that is where you unlock it, Hobbes probably played through on Impossible first time--[[User:Ditto51|Ditto51]] 14:07, 28 November 2013 (EST)&lt;br /&gt;
::::I wanted to play Impossible but after reading how tough it was I decided for Classic instead for the 1st time since I had a lot I wanted to check to update the UFOPaedia and Impossible can be quite frustrating :) [[User:Hobbes|Hobbes]] 18:01, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Absolutely Critical and EXALT ==&lt;br /&gt;
&lt;br /&gt;
I noticed while playing with this option turned on that EXALT Units that are flanking me don&#039;t always get critical hits against my soldiers, could it not work for EXALT possibly?--[[User:Ditto51|Ditto51]] 12:33, 3 December 2013 (EST)&lt;br /&gt;
:Nevermind, my soldier has Relieiance...--[[User:Ditto51|Ditto51]] 12:38, 4 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Aiming Angles ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how &amp;quot;Aiming Angles&amp;quot; option actually work?--[[User:PavelB|PavelB]] 04:52, 6 December 2013 (EST)&lt;br /&gt;
:Closer you are to flanking, the more +Aim% increases up until you ARE flanking, at which point you gain the usual +Aim% and +Crit%. It is a nice Second Wave, as it is rewarding as you attempt to flank (closer to &amp;quot;reality&amp;quot;) but it DOES work for enemies as well, just like Absolutely Critical.--[[User:DracoGriffin|DracoGriffin]] 12:51, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hidden potential MEC trooper&#039;s aim gain ==&lt;br /&gt;
Does anyone know the data how much aim stat growth the MEC troopers have. My last play-through my MEC ended up at 105 base aim as col. It was a converted support squaddie. Is it bugged or does the second wave works as intended. I can see the data it would never get even close to that aim. So I think second wave HP is bugged. Anyone know ? --[[User:Sunesha|Sunesha]] 17:11, 8 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Medals_(EU2012)&amp;diff=54054</id>
		<title>Talk:Medals (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Medals_(EU2012)&amp;diff=54054"/>
		<updated>2013-12-08T18:02:05Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Sandbox: Medal Effect choices */ Could be the medal that made my arcthrower heal 6 hp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think I have gotten two of the Council Medals, but none of the Defender medals, and I think 4 of the Urban one. --[[User:Xuncu|Xuncu]] 17:44, 16 November 2013 (EST)&lt;br /&gt;
*Ok, got the Defender one, when a soldier got killed, but not after several Critical Wounded-- of which were my Psi Assaults with Second Heart, or one of my early squad that I made MEC-- I had to let one get MCed and kill him myself to get the medal. --[[User:Xuncu|Xuncu]] 05:06, 18 November 2013 (EST)&lt;br /&gt;
*And I had received &#039;&#039;two&#039;&#039; of the Council medals. The MEC soldier I had &#039;sacrificed&#039; had a medal earlier (worth noting that it carries over to MEC conversion?), and the mission after that (a landed UFO Assault in a forest), I got another Urban medal. --[[User:Xuncu|Xuncu]] 08:09, 18 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Council Medal of Honor ==&lt;br /&gt;
&lt;br /&gt;
I believe I have identified some of the objectives for getting the Council Medal of Honor. It appears to have to do with Terror Missions. By watching carefully, I have noticed that it seems to be awarded after successful Terror Missions. --[[User:Alexbuzzbee|Alexbuzzbee]] 10:54, 20 November 2013 (EST)&lt;br /&gt;
:Has anyone identified how the primary (or left) bonus is calculated on this medal? +1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10. Does it have to be consecutive missions or total? Probably much less useful if requires consecutive missions without deaths to maintain maximum benefit.--[[User:DracoGriffin|DracoGriffin]] 04:34, 28 November 2013 (EST)&lt;br /&gt;
::This is looking weird. Brought my benched Heavy Colonel that&#039;s been with me on many missions with all four medals except Star of Terra. However, I cannot recall when I gave this medal to her, so this may play a part but I do recall doing it early to mid-game (currently at Gollop Chamber). Bring Sledge, Heavy colonel onto Overseer mission and notice no bonus from this medal. Huh, that&#039;s weird. Skip ahead to next mission, EXALT Data Recovery, and medal shows up as +1 Aim and Will. I KNOW I&#039;ve had more than one mission without deaths, and the last ten I might&#039;ve lost one soldier but two blue shirts during Base Defense which was couple missions ago.&lt;br /&gt;
::I&#039;m beginning to wonder if this is based on the awarded soldier&#039;s actual missions (consecutively it seems, otherwise it resets), not the Commander&#039;s/player&#039;s missions, which would make this medal very useless unless you plan to ALWAYS bring that soldier along and hope not in hospital to reset counter? Definitely need help verifying this bonus from other players.--[[User:DracoGriffin|DracoGriffin]] 20:18, 7 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:If it only works if the soldiers is on consecutive missions, I&#039;d suggest hanging it either on someone with Adaptive Bone Marrow, since they rarely spend more than 2-3 days in the hospital with Rapid Recovery, or a MEC, who can tank a huge amount of damage before going into hospital time. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:21, 7 December 2013 (EST)&lt;br /&gt;
::Looks like it is. Did Deluge without Sledge, then brought her with me to a landed Abductor. Instead of being +3 Aim &amp;amp; Will since been three missions since Overseer UFO (Overseer, EXALT Data Recovery, Deluge), it&#039;s only +2 Aim &amp;amp; Will since Sledge was in Overseer (+0), EXALT Data Recovery (+1), and landed Abductor (+2). Looks like the other bonus is much more useful; throw it on a MEC, Assault or Sniper and it&#039;s &amp;quot;always&amp;quot; on. Further testing is needed for sure, but does not seem to reset insofar I&#039;ve seen with very limited testing, in terms of consecutive missions.--[[User:DracoGriffin|DracoGriffin]] 21:49, 7 December 2013 (EST)&lt;br /&gt;
:Will bonuses are also kinda less useful since Will&#039;s best use is for Psionics, for which Will gained from Medals doesn&#039;t apply anyways.  So yeah.  I&#039;d suggest going with the static boost and using it on a shotgunner assault or a MEC, and giving them some protection from strangulation. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:46, 7 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Special Missions? ===&lt;br /&gt;
Terror Mission is definatly one, unlocked the medal after completing my first Terror.--[[User:Ditto51|Ditto51]] 18:11, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Defender&#039;s Medal ==&lt;br /&gt;
&lt;br /&gt;
Haven&#039;t unlocked this yet but have a soldier who is Gravely Wounded, where did that bit of information come from?--[[User:Ditto51|Ditto51]] 05:17, 29 November 2013 (EST)&lt;br /&gt;
:Only times I&#039;ve gotten it was when a solder got straight-up killed, but not when, say, I let a soldier with Double-heart go into Critically Wounded. --[[User:Xuncu|Xuncu]] 05:36, 29 November 2013 (EST)&lt;br /&gt;
::Hm; &#039;&#039;unlock&#039;&#039; it, apparently, with the soldier death, because I just got another one after the next mission, a UFO crash, and the only damage I took was armor damage from standing next to an exploding Etherial. (save-test) Scratch that; after no damage whatsoever. --[[User:Xuncu|Xuncu]] 06:24, 29 November 2013 (EST)&lt;br /&gt;
:::Got it after someone died and then again on another EXALT Mission without taking any damage...In what Mission Type did your soldier die?--[[User:Ditto51|Ditto51]] 11:12, 6 December 2013 (EST)&lt;br /&gt;
::::Would Critically Wounded (requiring stabilization) be considered &amp;quot;death&amp;quot;? The only way to test the unlocking this medal is when it is first unlocked (so first mission with 4 rookies is ideal) as afterwards, I think it is somehow chosen by the game to increase amount, regardless of repeating &amp;quot;unlock&amp;quot; conditions as seen above. I went from March to August with no deaths or &amp;quot;critically wounded&amp;quot; but some wounded but never unlocked this medal. Another game I had a rookie (first mission) &amp;quot;critically wounded&amp;quot; but saved him by killing remaining Sectoids before he bled out and unlocked this medal (and then was rewarded this medal randomly in consecutive missions). So the initial unlock condition may not be stabilizing a soldier, so much as actual death and critically wounded are viewed by game as both &amp;quot;dying&amp;quot;, one&#039;s just reversible. &amp;lt;nowiki&amp;gt;:P&amp;lt;/nowiki&amp;gt;--[[User:DracoGriffin|DracoGriffin]] 13:11, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::In my initial game, which was lossless, I have yet to unlock this medal, despite some soldiers sustaining critical wounds.  Therefore, I&#039;m going to come down on the side of &amp;quot;Soldier must die&amp;quot; as an unlock condition.  Honestly, I wouldn&#039;t be surprised if the programming was handled such that the medal unlocking is tied to the opening of the Memorial Wall; it&#039;d be the easiest way to do it since there&#039;s already a trigger in place.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:49, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sandbox: Medal Effect choices==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban Combat Badge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a pretty one-sided choice.  Defense bonuses apply against all units shooting at you, and you should generally be in cover anyways.  The aim bonus, on the other hand, requires an enemy to be in Full Cover to apply; you generally shouldn&#039;t be shooting at enemies in full cover to begin with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defender&#039;s Medal &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This choice is pretty even.  Either can be useful, especially on a low will unit as a way to break panic-chains before they start.  Also worth noting is that being able to heal 2 extra HP on a soldier you need to keep alive (MEC trooper, Volunteer, any Psi if More Than Human is on) is a significant boost to Medkit efficiency.&lt;br /&gt;
&lt;br /&gt;
Side note: Need to check if MEC with Defender&#039;s Medal gets +2HP when healed by Arc Thrower.&lt;br /&gt;
::::My MEC healed 6 hp with arc thrower and this medal, hasn&#039;t kept the save. But I will double-check my next EW game.--[[User:Sunesha|Sunesha]] 13:02, 8 December 2013 (EST) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;International Service Cross &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is kind of a mixed bag; what choice you make will depend on how varied the soldiers in XCOM are, and how many continents you&#039;re able to get the bonus for.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Council Medal of Honor &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both upgrades are a bit spotty.  On one hand, you need to avoid soldier deaths to truly take advantage of the second option.  On the other, your units should generally not be 7 or more tiles away from an allied soldier in what is a squad-combat game, especially given EW adds an alien whose entire modus operandi is to hunt down and murder unsupported units.  (However, shotgunner supports and MECs may be an exception to this.  Squadsight snipers don&#039;t benefit as much because +10 aim doesn&#039;t matter as much with their already high aim, and Squadsight negates the crit chance bonus unless you&#039;re going to use Headshot.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star of Terra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Either are useful, but by the time you do base defense, how many soldiers are you going to have below Captain?  Even if you&#039;re playing Progeny, all three Furies join at Lieutenant, and Durand joins at Sergeant, and you should be able to level them quickly simply by letting them kill-steal the tough, high XP aliens that abound at that point in the game.  &lt;br /&gt;
&lt;br /&gt;
Just my thoughts; anyone have any tweaks or suggestions to add?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:09, 6 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Sunesha&amp;diff=54039</id>
		<title>User talk:Sunesha</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Sunesha&amp;diff=54039"/>
		<updated>2013-12-08T12:20:55Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Formating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Language, spelling and grammar.==&lt;br /&gt;
&lt;br /&gt;
I am from Sweden which turn make a non-native speaker so feel free to correct my mistakes in spelling and grammar. Also I have dyslexia so I am happy to help but I am most grateful for anyone right my wrongs ;). --[[User:Sunesha|Sunesha]] 07:20, 8 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Sunesha&amp;diff=54038</id>
		<title>User talk:Sunesha</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Sunesha&amp;diff=54038"/>
		<updated>2013-12-08T12:20:11Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: Created page with &amp;quot; ==  Language, spelling and grammar. ==  I am from Sweden which turn make a non-native speaker so feel free to correct my mistakes in spelling and grammar. Also I have dyslexia s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &lt;br /&gt;
Language, spelling and grammar. ==&lt;br /&gt;
&lt;br /&gt;
I am from Sweden which turn make a non-native speaker so feel free to correct my mistakes in spelling and grammar. Also I have dyslexia so I am happy to help but I am most grateful for anyone right my wrongs ;). --[[User:Sunesha|Sunesha]] 07:20, 8 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Friends_in_Low_Places_(EU2012)&amp;diff=54037</id>
		<title>Friends in Low Places (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Friends_in_Low_Places_(EU2012)&amp;diff=54037"/>
		<updated>2013-12-08T12:17:23Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* End */ Added EW dlc info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Friends in Low Places is a Council [[Missions_(EU2012)#Escort|escort]] [[Missions_(EU2012)|mission]]. Like all Council Missions, the mission is initiated by the player being contacted by [[The_Council_(EU2012)|The Council]]. This will be in the first month. You will be given a screen choosing to accept the Slingshot missions or not, all or nothing: if you decline, none of the Slingshot missions will appear at all for that campaign run (unless you revert to an earlier save and choose to do them). If you do, they will begin in the first month, and each will repeat untill all 3 are completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Objectives:&#039;&#039;&#039;&lt;br /&gt;
*Escort the target to the extraction point.&lt;br /&gt;
**Protect the target at all costs.&lt;br /&gt;
* Eliminate any remaining hostiles.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
[[File:FILP_Brief.png|center|300px]]&lt;br /&gt;
== Tactics ==&lt;br /&gt;
Enemy force is only partially present on the map at the start of the mission. As [[Shaojie_Zhang_(EU2012)|Zhang]] advances across the map additional enemies (the [[Alien_Life_Forms_(EU2012)|alien]] forces in encountered in this mission consist primarily of [[Sectoid_(EU2012)|Sectoids]] and [[Thin_Man_(EU2012)|Thin Men]] plus a solitary [[Chryssalid_(EU2012)|Chryssalid]] or a [[Muton (EU2012)|Muton]] on Impossible difficulty) will drop into the map, typically on elevated positions in sight of Zhang. The newly spawned enemies typically use [[Overwatch_(EU2012)|Overwatch]] as their first action. Their entrance counts as movement, and [[XCOM_(EU2012)|XCOM]] [[Soldiers_(EU2012)|soldiers]] on Overwatch will react with fire often eliminating the enemy before they can become a real problem.&amp;lt;br&amp;gt;&lt;br /&gt;
Zhang has 4 health and Head Down ability. He should be shielded from enemy fire and avoid burning vehicles at all costs.&lt;br /&gt;
&lt;br /&gt;
== End ==&lt;br /&gt;
[[File:FILP_end.png|center|300px]]&lt;br /&gt;
Additionally, completing the mission rewards the player with the &amp;quot;New Friend&amp;quot; [[Achievements_(EU2012)|Achievement]] and Zhang will join XCOM as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. As a Lieutenant, Zhang will likely outrank other soldiers at this point, meaning he will have a superior number of abilities and will unlock additional upgrades at the [[OTS_(EU2012)|Officer Training School]]. Unfortunately Zhang does not have any customization available(can&#039;t change his deco or color). Thou in Enemy within  DLC you can customize him(limited to color and deco).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Slingshot_DLC_(EU2012)|Slingshot DLC]]&lt;br /&gt;
* [[Low Friends (EU2012)|Low Friends (Map)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Missions (EU2012)]]&lt;br /&gt;
[[Category: Slingshot DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Friends_in_Low_Places_(EU2012)&amp;diff=54036</id>
		<title>Friends in Low Places (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Friends_in_Low_Places_(EU2012)&amp;diff=54036"/>
		<updated>2013-12-08T12:15:57Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Friends in Low Places is a Council [[Missions_(EU2012)#Escort|escort]] [[Missions_(EU2012)|mission]]. Like all Council Missions, the mission is initiated by the player being contacted by [[The_Council_(EU2012)|The Council]]. This will be in the first month. You will be given a screen choosing to accept the Slingshot missions or not, all or nothing: if you decline, none of the Slingshot missions will appear at all for that campaign run (unless you revert to an earlier save and choose to do them). If you do, they will begin in the first month, and each will repeat untill all 3 are completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Objectives:&#039;&#039;&#039;&lt;br /&gt;
*Escort the target to the extraction point.&lt;br /&gt;
**Protect the target at all costs.&lt;br /&gt;
* Eliminate any remaining hostiles.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
[[File:FILP_Brief.png|center|300px]]&lt;br /&gt;
== Tactics ==&lt;br /&gt;
Enemy force is only partially present on the map at the start of the mission. As [[Shaojie_Zhang_(EU2012)|Zhang]] advances across the map additional enemies (the [[Alien_Life_Forms_(EU2012)|alien]] forces in encountered in this mission consist primarily of [[Sectoid_(EU2012)|Sectoids]] and [[Thin_Man_(EU2012)|Thin Men]] plus a solitary [[Chryssalid_(EU2012)|Chryssalid]] or a [[Muton (EU2012)|Muton]] on Impossible difficulty) will drop into the map, typically on elevated positions in sight of Zhang. The newly spawned enemies typically use [[Overwatch_(EU2012)|Overwatch]] as their first action. Their entrance counts as movement, and [[XCOM_(EU2012)|XCOM]] [[Soldiers_(EU2012)|soldiers]] on Overwatch will react with fire often eliminating the enemy before they can become a real problem.&amp;lt;br&amp;gt;&lt;br /&gt;
Zhang has 4 health and Head Down ability. He should be shielded from enemy fire and avoid burning vehicles at all costs.&lt;br /&gt;
&lt;br /&gt;
== End ==&lt;br /&gt;
[[File:FILP_end.png|center|300px]]&lt;br /&gt;
Additionally, completing the mission rewards the player with the &amp;quot;New Friend&amp;quot; [[Achievements_(EU2012)|Achievement]] and Zhang will join XCOM as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. As a Lieutenant, Zhang will likely outrank other soldiers at this point, meaning he will have a superior number of abilities and will unlock additional upgrades at the [[OTS_(EU2012)|Officer Training School]]. Unfortunately Zhang does not have any customization available(can&#039;t change his deco or color).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Slingshot_DLC_(EU2012)|Slingshot DLC]]&lt;br /&gt;
* [[Low Friends (EU2012)|Low Friends (Map)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Missions (EU2012)]]&lt;br /&gt;
[[Category: Slingshot DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&amp;diff=53853</id>
		<title>Talk:Enemy Unknown (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Enemy_Unknown_(EU2012)&amp;diff=53853"/>
		<updated>2013-12-06T11:54:05Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: FAV Icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
[[Talk:Enemy Unknown (EU2012)/Archive|Archive]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fav. Icon for the site ==&lt;br /&gt;
I know this is small thing to obsess about, but it would be nice if a Fav Icon was installed. We can always just shrink the site logo. But this site is one of few that does not get small icon besides it title in my bookmarks. --[[User:Sunesha|Sunesha]] 06:54, 6 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=53851</id>
		<title>MEC Trooper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=53851"/>
		<updated>2013-12-06T11:47:32Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Tips &amp;amp; Trix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MEC Squad (EU2012).png|right|thumb|400px|A MEC Squad]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: &amp;quot;Warrior in the Machine&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The MEC Trooper is a new [[Classes (EU2012)|class]] of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class, except Psionic) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.&lt;br /&gt;
&lt;br /&gt;
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they&#039;re a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can&#039;t use [[Cover (EU2012)|Cover]] like regular soldiers they&#039;re equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can&#039;t carry regular [[Equipment (EU2012)|items]] but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. &lt;br /&gt;
:&#039;&#039;&#039;Tactical Subsystems:&#039;&#039;&#039; &lt;br /&gt;
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: Kinetic Strike Module or Flamethrower&lt;br /&gt;
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]: Grenade Launcher or Restorative Mist&lt;br /&gt;
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: Proximity Mine Launcher or Electro Pulse&lt;br /&gt;
&lt;br /&gt;
The MEC&#039;s Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
MEC Troopers gain a total of +10 [[Aim (EU2012)|Aim]] points upon reaching Colonel rank, together with a total of +4 HP and +14 Will through promotions. &lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:&lt;br /&gt;
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - &#039;&#039;&#039;Body Shield&#039;&#039;&#039; - &#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; - &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; - &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; - &#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers +15 Defense when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;One For All&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tips &amp;amp; Trix====&lt;br /&gt;
* MEC Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a Sergeant-ranked soldier, he/she would get a Sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.&lt;br /&gt;
* A MEC Trooper who is converted will retain their stats from before conversion, meaning you may want to put off augmenting your (non-Heavy) soldiers until already high ranked, since the Support, Assault and Sniper classes have better stat progression than the MEC Trooper class.&lt;br /&gt;
* The [[Cybernetics Lab (EU2012)|Cybernetics Lab]] can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.&lt;br /&gt;
*Any soldiers tested positive with [[Psionic (EU2012)|Psionic]] ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.&lt;br /&gt;
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can&#039;t go into cover, so giving it the defensive bonus while in cover is pointless).&lt;br /&gt;
* If the damage suffered is in excess of the [[MEC Suit (EU2012)|MEC Suit]]&#039;s HPs then the soldier will have to endure wound recovery time. &lt;br /&gt;
* If the MEC Trooper is killed, the MEC Suit has to be repaired with small cost.&lt;br /&gt;
* MECs are very expensive to purchase, costing up to 200 [[Meld (EU2012)|Meld]] to create a MEC and equip it with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]].&lt;br /&gt;
* MEC Suits came with the [[Minigun (EU2012)|Minigun]] as its default Primary Weapon: more advanced primary weapons need to be manufactured in [[Engineering (EU2012)|Engineering]] before being deployed.&lt;br /&gt;
* They are immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. &lt;br /&gt;
* MEC Troopers can be healed with [[Medikit (EU2012)|Medikits]], [[MEC-2 Sentinel (EU2012)|Restorative Mist]] and the [[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]].&lt;br /&gt;
* MECs can&#039;t use [[Cover (EU2012)|Cover]] (so they can&#039;t be flanked). To compensate that they have &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* MECs can climb over half cover berms and up ledges, but are too heavy to use ladders and drainpipes to scale buildings, they can however use alien grav lifts.&lt;br /&gt;
* MECs rely on the [[Foundry (EU2012)|Foundry]] for several essential upgrades through different projects:&lt;br /&gt;
** Mobility: [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] - gives additional movement.&lt;br /&gt;
** Armor: [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] - gives 3 additional HPs.&lt;br /&gt;
** Flamethrower: [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] - increases weapon&#039;s damage from 6 to 9.&lt;br /&gt;
** Kinetic Strike Module: [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] - increases weapon&#039;s damage from 12 to 18 and using the Kinetic Strike as first action doesn&#039;t automatically end the MEC&#039;s turn. &lt;br /&gt;
* MEC Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
* MEC Troopers can be healed up to 6 health points with the Arc Thrower if you invested in the foundry project SHIV Repair(A good strategy is to have your support class with tactical rigging to carry a Arc Thrower as they can heal with Arc Thrower three times with the Deep pockets ability. This way you can have medikits to the other soldiers.)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Tactical Subsystems===&lt;br /&gt;
&#039;&#039;&#039;Flamethrower&#039;&#039;&#039; vs &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are both short range weapons and useful in similar situations, so the choice is mostly down to personal taste. The Flamethrower is more effective against many weak units, while Kinetic Strike is more useful for taking down single tough units. If you don&#039;t intend to be close enough to use either most of the time, then take Kinetic Strike for the bonus mobility.&lt;br /&gt;
&lt;br /&gt;
*The flamethrower&#039;s biggest perk is that it can strike multiple enemies, and with much more area of effect and greater damage than grenades, though it has a limited number of uses per mission.&lt;br /&gt;
*Robotic enemies are immune.&lt;br /&gt;
&lt;br /&gt;
*The Kinetic Strike Module offers custom kill animations on [[Mechtoid (EU2012)|Mechtoids]], [[Berserker (EU2012)|Berserkers]], and [[Sectopod (EU2012)|Sectopods]], and has unlimited uses.&lt;br /&gt;
**Caution when doing so on Sectopods: their death explosion will do 5 damage to the area nearby.&lt;br /&gt;
**Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.&lt;br /&gt;
***Vehicles explode instantly to flying bodies. On occasion, you might be able to take advantage of this to do &#039;combos.&#039;&lt;br /&gt;
**Be careful not to accidentally punch a [[Cyberdisc (EU2012)|Cyberdisc]] at an ally.&lt;br /&gt;
**Be careful not to destroy an ally&#039;s cover when hitting an alien as the last act of your turn.&lt;br /&gt;
*Unlike the Berserker and the Chryssalids, you cannot attack from a diagonal square; so you must be in one of the 4 adjecnt squares to your target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both do not work against airborn enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; vs &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A choice of offence vs defence.&lt;br /&gt;
*Note that MECs already have a cover destroying area effect attack in Collateral Damage, but Grenade Launcher has a longer range, wider area of effect, and doesn&#039;t use your ammo clip.&lt;br /&gt;
**The grenades deal 4 damage but this can be upgraded to 5 through the Foundry&#039;s [[Foundry (EU2012)#Alien Grenades|Alien Grenades]] project. &lt;br /&gt;
**Grenades are fired in a ballistic arc, so can hit enemies behind terrain and on roofs that are out of direct line of sight.&lt;br /&gt;
*Restorative Mist works on the user as well as any surrounding units within a circle.&lt;br /&gt;
**The Mist heals up to 4 damage but this can be upgraded to 6 through the Foundry&#039;s [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; vs &#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Electro Pulse would be most useful for a MEC that likes to get up close and personal. Robots, particularly Sectopods, can do tremendous damage if left up, so the ability to stun them is quite useful in the event you can&#039;t kill them on the turn you see them. &lt;br /&gt;
** Sectopods that have prepped a Cluster Bomb will not be stopped from unleashing it if they are stunned with Electro Pulse.&lt;br /&gt;
* Proximity Mine Launcher is a more broadly applicable tactical weapon. Can be used on enemies that are out of sight, specially groups of inactive aliens that have been spotted by another soldier made invisible through [[Ghost Armor (EU2012)|Ghost Armor]], [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]].&lt;br /&gt;
** There is a game-crashing bug that occurs if a Proximity Mine is layed down where an enemy will skydrop onto it (though by the time you can &#039;&#039;afford&#039;&#039; the Upgrade, you probably don&#039;t &#039;&#039;need&#039;&#039; to &amp;quot;prep the field&amp;quot; to survive, say, the Thin Men drops durring a Bomb Disposal mission).&lt;br /&gt;
*** This bug has been fixed on the latest patch (dated December 2nd, 2013) - see the announcement here: [http://forums.2k.com/showthread.php?397846-XCOM-Enemy-Unknown-and-XCOM-Enemy-Within-PC-Patch-Info-12-02-2013]&lt;br /&gt;
&lt;br /&gt;
===Bonus Abilities===&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;&#039;Body Shield&#039;&#039;&#039; is the most generically useful defensive ability, giving the MEC good protection from a single unit, but it won&#039;t help much if you let your MEC get swarmed. It also won&#039;t help much against melee attacks, since they automatically hit.&lt;br /&gt;
* The Assault&#039;s &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; works well with a close combat oriented MEC, and helps to protect against melee enemies.&lt;br /&gt;
* The Sniper&#039;s &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; is great for a fire support MEC, and becomes especially powerful once the MEC gains &#039;&#039;&#039;Overdrive&#039;&#039;&#039; and can use its first move action to fire.&lt;br /&gt;
* The Support&#039;s &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; is a strong defensive buff for nearby troopers, but doesn&#039;t help the MEC itself since it doesn&#039;t use cover.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; vs &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Automated Threat Assessment is cancelled when the the MEC fires, which makes it dubiously useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; vs &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Vital-Point Targeting also confers bonus against [[EXALT (EU2012)|EXALT]] units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039; vs &#039;&#039;&#039;One For All&#039;&#039;&#039;&lt;br /&gt;
*One For All and Jet Boots are free actions with unlimited uses, but can&#039;t be used after the MEC has spent both of its actions.&lt;br /&gt;
*One For All can be used as &amp;quot;emergency cover&amp;quot;. If a soldier is flanked by enemies and can&#039;t move (or you don&#039;t want to move), you can move your MEC to them and One For All to give them cover.&lt;br /&gt;
*Restorative Mist, Grenade Launcher. Proximity Mines and Electro-Pulse can be used while a MEC uses One For All and not end the ability.&lt;br /&gt;
*If Reactive Targeting Sensors is taken, a MEC using One For All will deactivate One For All when fired upon, leaving any soldiers using the MEC for cover exposed.&lt;br /&gt;
*MECs can&#039;t climb ladders or drainpipes, so if you want your MEC to be able to get on top of buildings Jet Boots is the only way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; vs &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Restorative Mist MEC will likely want Expanded Storage, since with Improved Medikit that gives the same amount of healing as Repair Servos just on the MEC itself, though you may find some value in Repair Servos not needing to spend an action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; does not count for this ability, and will end the turn if used as the first action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; vs &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&lt;br /&gt;
*Reactive Targeting Sensors will activate even if the MEC is not on Overwatch, which can be useful for Dashing or Meld scouting without having to save an action for Overwatch.&lt;br /&gt;
**A MEC with this ability can effectively have two Overwatch shots. If an enemy moves before the MEC is attacked, the MEC will use its Overwatch first and Reactive Targeting Sensors second if the MEC is attacked afterwards.&lt;br /&gt;
*Advanced Fire Control makes Reactive Targeting Sensors even more useful as a MEC can fire without aim penalty.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Furies_(EU2012)&amp;diff=53836</id>
		<title>Furies (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Furies_(EU2012)&amp;diff=53836"/>
		<updated>2013-12-06T07:27:05Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Mission Intro, Brief &amp;amp; Objectives }}&lt;br /&gt;
[[File:Furies Mission (EU2012).png|200px|right|]]&lt;br /&gt;
The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.&lt;br /&gt;
&lt;br /&gt;
The aliens are holding Annette&#039;s fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible.&lt;br /&gt;
*Locate and rescue the other abductees&lt;br /&gt;
*Eliminate all opposition&lt;br /&gt;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Council Reward:&lt;br /&gt;
** §100&lt;br /&gt;
** Unknown probability of acquiring all three abductees as Lieutenant rank soldiers. The three soldiers will all test positive to be gifted in the psi-labs. So to be sure to gain as many gifted soldiers as possible, test Anette Durand and the three Lieutenants last to not lower the chance for testing positive for the other soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Missions (EU2012)]]&lt;br /&gt;
[[Category:Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category:Progeny (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Furies_(EU2012)&amp;diff=53835</id>
		<title>Furies (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Furies_(EU2012)&amp;diff=53835"/>
		<updated>2013-12-06T07:25:22Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Mission Intro, Brief &amp;amp; Objectives }}&lt;br /&gt;
[[File:Furies Mission (EU2012).png|200px|right|]]&lt;br /&gt;
The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.&lt;br /&gt;
&lt;br /&gt;
The aliens are holding Annette&#039;s fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible.&lt;br /&gt;
*Locate and rescue the other abductees&lt;br /&gt;
*Eliminate all opposition&lt;br /&gt;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Council Reward:&lt;br /&gt;
** §100&lt;br /&gt;
** Unknown probability of acquiring all three abductees as Lieutenant rank soldiers. The three soldiers will all test positive to be gifted in the psi-labs. So to be sure to gain as many gifted soldiers as possible, test Anette Durand and the three Lieutenants last to not lower the chance for testing positive for other soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Missions (EU2012)]]&lt;br /&gt;
[[Category:Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category:Progeny (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Furies_(EU2012)&amp;diff=53814</id>
		<title>Talk:Furies (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Furies_(EU2012)&amp;diff=53814"/>
		<updated>2013-12-05T20:30:14Z</updated>

		<summary type="html">&lt;p&gt;Sunesha: /* Award Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Award Soldiers==&lt;br /&gt;
I got:&lt;br /&gt;
*Matthew Hawkins (Alecto) US Sniper&lt;br /&gt;
*Said Tariq (Megaera) Egypt Support&lt;br /&gt;
*Fatima Tariq (Tisiphone) Egypt Assault&lt;br /&gt;
&lt;br /&gt;
Their nicks are the names of the 3 Furies of Greek mythology. &lt;br /&gt;
&lt;br /&gt;
Stats are all around the 70-73 Will 76-80 Aim [[User:Hobbes|Hobbes]] 07:09, 23 November 2013 (EST)&lt;br /&gt;
:Same names, classes, nicknames and countries as above. Stats on Classic w/ NCE, HP, TR were:&lt;br /&gt;
::Alecto 7HP, 70Will, 84Aim&lt;br /&gt;
::Megaera 7HP, 72Will, 79Aim&lt;br /&gt;
::Tisiphone 7HP, 71Will, 76Aim&lt;br /&gt;
:Looks like they are set, similar to Zhang.--[[User:DracoGriffin|DracoGriffin]] 14:40, 26 November 2013 (EST)&lt;br /&gt;
::::When I test the 3 lieutenants, they all was gifted in the psi-labs. Thou this is my first playtbrough so it could be a freak occurrence. --[[User:Sunesha|Sunesha]] 15:30, 5 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Sunesha</name></author>
	</entry>
</feed>