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		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=45145</id>
		<title>Murphy&#039;s Laws (X-COM)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=45145"/>
		<updated>2013-03-15T21:21:50Z</updated>

		<summary type="html">&lt;p&gt;Vaas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Battlescape|Battlescape (UFO Defense)]]==&lt;br /&gt;
===[[Soldiers]]===&lt;br /&gt;
*If a soldier can miss, it will.&lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**If your soldier holds a primed [[Proximity Grenade]] and panics he&#039;ll drop it and start running &lt;br /&gt;
***If holding any other weapons he&#039;ll drop them and run right next to an alien &lt;br /&gt;
*If a soldier is armed, it will get MCed.&lt;br /&gt;
*When a member of your squad is mind controlled, his/her accuracy and reactions increase. &lt;br /&gt;
**The opposite is true when you mind control an alien&lt;br /&gt;
*The soldier with the most powerful weapon is surely the one with the worst morale / MC resistance.&lt;br /&gt;
*If a soldier can hit an alien, it won&#039;t&lt;br /&gt;
*If a soldier goes berserk, he/she will turn to face your nearest soldier and autofire&lt;br /&gt;
*If a soldier has a [[Rocket Launcher]], he will get MCed while still in the craft&lt;br /&gt;
*Your first unit out is always shot down&lt;br /&gt;
**Your first unit out is always your commander&lt;br /&gt;
*A wounded soldier will die before you find the last alien&lt;br /&gt;
*As soon as you get better armor, the aliens get better weapons &lt;br /&gt;
*[[Electroflare|Flares]] will land where they cannot be picked up&lt;br /&gt;
*If your base is attacked, you will always get flares instead of [[Heavy Plasma|Heavy Plasmas]]&lt;br /&gt;
*You will always end up short of 1 TU to perform the action you wanted to do&lt;br /&gt;
**You will prime a grenade at 1 turn then be 1 TU short of throwing it&lt;br /&gt;
*If an alien grenade can explode and take out half or all of your squad, it will&lt;br /&gt;
*The soldiers with the worst stats will always be promoted&lt;br /&gt;
**When you build the [[Psi Lab]] you will always discover that your officers are psi weaklings&lt;br /&gt;
*On [[Ethereal]] [[Terror Mission]]s, you will always get the most [[Sectopod]]s as possible.&lt;br /&gt;
*If you can not remember, do not use Proximity/Particle Disturbance Grenades.&lt;br /&gt;
**All Five Second Grenades are Three Seconds&lt;br /&gt;
*If there is a civilian near the enemy you want to kill, your soldiers will always kill that civilian instead.&lt;br /&gt;
&lt;br /&gt;
===[[Civilian|Civilians]]===&lt;br /&gt;
*If a civilian sees a fire he will run into it&lt;br /&gt;
*If a civilian sees an alien he&#039;ll move right next to it&lt;br /&gt;
*If a civilian can block your line of fire to an alien he will do that&lt;br /&gt;
*Civilians will always be attracted towards dropped primed proximity grenades&lt;br /&gt;
*Civilians block doorways if you run out of time units before you can reach them&lt;br /&gt;
*Civilians will always run towards the aliens&lt;br /&gt;
&lt;br /&gt;
===[[Alien Life Forms|Aliens]]===&lt;br /&gt;
*If an alien can miss, it won&#039;t&lt;br /&gt;
*If an alien can MC you, it will&lt;br /&gt;
*Alien commanders will always kill themselves (with their [[Blaster Launcher|Blaster Launchers]]) to avoid capture &lt;br /&gt;
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier&lt;br /&gt;
*You&#039;ll never want to know the answer to &amp;quot;why did the Chryssalid cross the road?&amp;quot;&lt;br /&gt;
*If a [[Reaper]] can get stuck, it will &lt;br /&gt;
*If a [[Cyberdisk]] can explode on one of your men, it will.&lt;br /&gt;
*Unconscious aliens capable of melee attacks wake up when you least expect them to&lt;br /&gt;
*If you opened a door and turned left, the aliens are all on the right&lt;br /&gt;
*[[Sectopod|Sectopods]] will always reaction fire to you&lt;br /&gt;
*Aliens are smarter than they look&lt;br /&gt;
&lt;br /&gt;
==[[Geoscape|Geoscape (UFO Defense)]]==&lt;br /&gt;
*When you need money the most, some of your funders will stop funding you.&lt;br /&gt;
*As soon as you get a new base online, it will be attacked&lt;br /&gt;
*As soon as you get lots of money, the aliens will make you spend it all&lt;br /&gt;
*[[Alien Terror|Terror sites]] always appear only at night&lt;br /&gt;
*Seas always appear below a crashing UFO&lt;br /&gt;
*The first country to drop funding always gave the most money&lt;br /&gt;
*X-COM bases are always attacked when the squads are out&lt;br /&gt;
*Crashed UFO&#039;s never have [[Elerium]]&lt;br /&gt;
*Landed UFO&#039;s will take off before you can get to them&lt;br /&gt;
*UFO&#039;s will always arrive after your [[Skyranger]] is refueling from a two day patrol&lt;br /&gt;
*If you have forgotten to save the game for at least 3 missions, the game will crash&lt;br /&gt;
**The game will always crash when it is the least convenient&lt;br /&gt;
*If you launch a craft fully equipped for night fighting it will arrive at its intended location during daytime&lt;br /&gt;
*If you launch a craft fully equipped for day fighting it will arrive at its intended location during nighttime&lt;br /&gt;
*When a base becames operational UFO activity on that area will cease to zero immediately afterwards&lt;br /&gt;
*If your craft only has 1 missile left when it shoots it will miss&lt;br /&gt;
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]]&lt;br /&gt;
&lt;br /&gt;
==[[Cityscape (Apocalypse)]]==&lt;br /&gt;
*If you&#039;re almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.&lt;br /&gt;
*The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.&lt;br /&gt;
*UFOs carrying infiltrators always spawn at the gate you don&#039;t have covered.&lt;br /&gt;
*Griffon AFV is tough. The road under it is not. The tracks are just for show.&lt;br /&gt;
*There are only two types of vehicles that are always in abundance on the market. Blazer bikes and Stormdogs.&lt;br /&gt;
*While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.&lt;br /&gt;
*Megapol is useless. &lt;br /&gt;
**Transtellar is annoying.&lt;br /&gt;
***Everyone else is both annoying and useless.&lt;br /&gt;
*Government&#039;s weekly paycheck,after paying the overhead, will buy you a Lawpistol clip. Maybe two.&lt;br /&gt;
*If your base is in a slum, a single stray shot from a light disruptor will destroy it all.&lt;br /&gt;
**If your base is in a warehouse, said stray shot will still hit the tile with your agents&lt;br /&gt;
*Hoverbike swarm is a good idea. Too bad they&#039;ll all get shot down anyway because of sheer dumb luck on the aliens&#039; part.&lt;br /&gt;
*Research will always be completed right after when you needed it the most.&lt;br /&gt;
*After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.&lt;br /&gt;
*The Overspawn will coincidentally be dropped right at your doorstep.&lt;br /&gt;
*The Overspawn will never, EVER get hurt from falling debris. Unless you drop the said debris and level half of the city with it.&lt;br /&gt;
*People Tubes can collapse from an angry glare or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&lt;br /&gt;
*Your very first invasion of the Alien Dimension will require an hour&#039;s savescumming to get it right without being reduced to scrap metal.&lt;br /&gt;
*You WILL forget to not to move the XCOM craft when you succeed in destroying an alien building, killing everyone in the process.&lt;br /&gt;
&lt;br /&gt;
==[[Battlescape Overview (Apocalypse)|Battlescape (Apocalypse)]]==&lt;br /&gt;
*If your base is raided, there will be as few of your agents spawning as possible.&lt;br /&gt;
**Said agents will spawn as far away from the access lift as possible.&lt;br /&gt;
***Guess where the scientists will appear.&lt;br /&gt;
*If you&#039;re raiding a building, there will always be a retard with a heavy launcher.&lt;br /&gt;
**Despite your best efforts, he will manage to fire at least one missile.&lt;br /&gt;
***And he will do so even if you&#039;re breathing in his face.&lt;br /&gt;
****There is no way to avoid the missile and injuries or casualties from it.&lt;br /&gt;
*****Even if you somehow actually manage to avoid the missile, it&#039;ll bring down the building on you.&lt;br /&gt;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies you came here for.&lt;br /&gt;
*If an agent in a squad gets attacked by a brainsucker, the rest of the squad won&#039;t hit it at point blank range.&lt;br /&gt;
**Or they&#039;ll fire a missile launcher. Guess the results.&lt;br /&gt;
*If you turn around the corner where you think that last alien is hiding, it&#039;ll turn out to be half a dozen of Anthropods. All armed to the teeth.&lt;br /&gt;
*Berserking agent will cause more chaos and destruction than all of your other agents put together. And it won&#039;t be directed at the enemy.&lt;br /&gt;
*If someone throws a Boomeroid at an agent, he&#039;ll try to run away from it.&lt;br /&gt;
**Because it will always turn out that you forgot to set him to aggressive mode.&lt;br /&gt;
*If you try to capture a Megaspawn, he&#039;ll die before you can stun it.&lt;br /&gt;
*You&#039;d wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.&lt;br /&gt;
*You&#039;ll encounter cloaked and flying Skeletoids much more often than you&#039;d like to.&lt;br /&gt;
*Good stuff always comes too late.&lt;br /&gt;
*Psi attacks are only successful when they&#039;re not necessary.&lt;br /&gt;
*Dynamic music always ignores what you&#039;re actually doing.&lt;br /&gt;
*That agent you sent to scout ahead will always be the one without a motion scanner.&lt;br /&gt;
*Every raid is a horrible decision between property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Strategic (Enemy Unknown)]]==&lt;br /&gt;
*When you need §§§ the most, the US and Russia (which you have satellite coverage over) will pull out of the XCOM project.&lt;br /&gt;
*Your satellites will always be available one day too late to prevent a country from withdrawing.&lt;br /&gt;
*When you do have satellites available, you will never have enough Satellite Uplink/Nexus space for them.&lt;br /&gt;
*When you do have Satellite Uplink/Nexus, you will never have enough satellites.&lt;br /&gt;
*If you have one more satellite to go before getting a continent&#039;s bonus, that last country will pull out of the XCOM project.&lt;br /&gt;
**The one continent&#039;s bonus you don&#039;t want to get? The aliens will ignore that continent.&lt;br /&gt;
*You will always be at least §1 short of buying the next level of armor/weapons for all your troops.&lt;br /&gt;
*If a Colonel can be checked for having the Psi gift, he won&#039;t have it.&lt;br /&gt;
*If a Rookie can be checked for having the Psi gift, he will.&lt;br /&gt;
*Your interceptor will always lose contact 0.1 seconds before the enemy UFO is destroyed.&lt;br /&gt;
*Your interceptor will blow up one round of fire exchange after you press the Abort button.&lt;br /&gt;
*Just a bit more than a day from getting your Colonel out of the medbay? Time for a Terror Mission!&lt;br /&gt;
*Just a bit less than a day from getting your Colonel out of the medbay? Time for a Terror Mission!&lt;br /&gt;
**Fast forwarding will result in the Terror Mission succeeding for the aliens before you can react to your Colonel getting out of the medbay.&lt;br /&gt;
*Steam vents will be placed in inconvenient locations.&lt;br /&gt;
**Second floor steam vents will block your 2x2 Satellite Uplink block.&lt;br /&gt;
***The remaining steam vents will be on the 4th floor.&lt;br /&gt;
****In the corner.&lt;br /&gt;
*Research or Foundry upgrades will be completed one day after a critical mission appears.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==&lt;br /&gt;
*If a soldier&#039;s chance to hit is &amp;lt;99%, he will miss.&lt;br /&gt;
*If a soldier&#039;s chance to hit is 100%, he won&#039;t do enough damage to kill the alien.&lt;br /&gt;
*If an alien&#039;s chance to hit is &amp;gt;1%, he will hit.&lt;br /&gt;
*If an alien&#039;s mind control chance is &amp;gt;1%, it will work.&lt;br /&gt;
*When aiming at an Ethereal with the last shot of your turn, it will reflect it.&lt;br /&gt;
**&#039;&#039;Especially&#039;&#039; if that soldier has only 1 HP.&lt;br /&gt;
*If the vehicle that your soldier is dashing to for cover can be set on fire, it will be.&lt;br /&gt;
**That is, if the soldier survives the alien Overwatch shot that will set the vehicle on fire. &lt;br /&gt;
***If so, then the vehicle&#039;s explosion will finish him/her off. &lt;br /&gt;
*Your soldier will always have the exact amount of health for a vehicle to blow him up.&lt;br /&gt;
*You will always reveal new enemies on your last move of the turn.&lt;br /&gt;
**Who will then take up flanking positions behind anyone who dashed.&lt;br /&gt;
*The more soldiers who perform an Overwatch reaction shot against a single alien, the more likely they will all miss.&lt;br /&gt;
**Soldiers who hit the alien will barely kill the alien.&lt;br /&gt;
***The alien, in turn, will kill your highest-ranking soldier.&lt;br /&gt;
****After killing the highest-ranking soldier, the other aliens will come in and mop everyone else up.&lt;br /&gt;
*When you have your whole squad on overwatch they will all shoot one floater.&lt;br /&gt;
**And then all die to his Chryssalid buddy.&lt;br /&gt;
*Your Revive spec medic will always be the one critically wounded.&lt;br /&gt;
*When trying to capture a commander with one stunner, he will be the one MCed,&lt;br /&gt;
*Aliens will always hit soldier&#039;s hunkering down behind high cover.&lt;br /&gt;
**The alien will do just enough damage to not kill him, but to cause him to panic.&lt;br /&gt;
***The panicking soldier will kill a soldier and start a panic chain.&lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**Soldiers that panic will aim for the highest ranking officer he can see.&lt;br /&gt;
***Even behind high cover, on a higher elevation, and covered by a smoke grenade, a panicking rookie will still be able to kill the &amp;quot;protected&amp;quot; Colonel.&lt;br /&gt;
*Rockets will always fly off target.&lt;br /&gt;
**ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.&lt;br /&gt;
***At a gas station&lt;br /&gt;
****Then everything will explode&lt;br /&gt;
***** Then everything will explode and everyone will panic&lt;br /&gt;
******Even your SHIVs&lt;br /&gt;
*******And they will shoot your highest-ranked soldier&lt;br /&gt;
********And he will die&lt;br /&gt;
*********He will also have the psionic gift&lt;br /&gt;
*Aliens will position themselves right outside the radius of a grenade throw.&lt;br /&gt;
**If a grenade can clip through and explode harmlessly under ground while you are trying to aim it, it will.&lt;br /&gt;
*When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will not be with you.&lt;br /&gt;
*When it is time to face Muton Elites, your psionics will not be with you.&lt;br /&gt;
*Your soldiers are always one grid point away from moving to safely flank an alien.&lt;br /&gt;
*When a large UFO lands and you assault with your elite squad you will fight 3 Floaters, 3 Sectoids and a Sectoid Commander.&lt;br /&gt;
*When a moderate alien abduction comes up and you assault with a squad comprised of your Col. Sniper, squaddies, and rookies for training purposes, you will fight 9 Mutons (who will each throw their grenades asap), a Cyberdisc, and 2 Drones you just can&#039;t seem to hit.&lt;br /&gt;
*Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.&lt;br /&gt;
*You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster.  But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.&lt;br /&gt;
*The Overseer will only appear when you have no Firestorms.&lt;br /&gt;
**When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in&lt;br /&gt;
*Your MCed alien will always run out of usable turns before they can bust the asses off of some of their little alien friends.&lt;br /&gt;
**ALWAYS&lt;br /&gt;
***Especially on the final mission of the entire game.&lt;br /&gt;
*Your sniper with Snap Shot will never be useful for anything, ever.&lt;/div&gt;</summary>
		<author><name>Vaas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=45144</id>
		<title>Murphy&#039;s Laws (X-COM)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=45144"/>
		<updated>2013-03-15T21:19:56Z</updated>

		<summary type="html">&lt;p&gt;Vaas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Battlescape|Battlescape (UFO Defense)]]==&lt;br /&gt;
===[[Soldiers]]===&lt;br /&gt;
*If a soldier can miss, it will.&lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**If your soldier holds a primed [[Proximity Grenade]] and panics he&#039;ll drop it and start running &lt;br /&gt;
***If holding any other weapons he&#039;ll drop them and run right next to an alien &lt;br /&gt;
*If a soldier is armed, it will get MCed.&lt;br /&gt;
*When a member of your squad is mind controlled, his/her accuracy and reactions increase. &lt;br /&gt;
**The opposite is true when you mind control an alien&lt;br /&gt;
*The soldier with the most powerful weapon is surely the one with the worst morale / MC resistance.&lt;br /&gt;
*If a soldier can hit an alien, it won&#039;t&lt;br /&gt;
*If a soldier goes berserk, he/she will turn to face your nearest soldier and autofire&lt;br /&gt;
*If a soldier has a [[Rocket Launcher]], he will get MCed while still in the craft&lt;br /&gt;
*Your first unit out is always shot down&lt;br /&gt;
**Your first unit out is always your commander&lt;br /&gt;
*A wounded soldier will die before you find the last alien&lt;br /&gt;
*As soon as you get better armor, the aliens get better weapons &lt;br /&gt;
*[[Electroflare|Flares]] will land where they cannot be picked up&lt;br /&gt;
*If your base is attacked, you will always get flares instead of [[Heavy Plasma|Heavy Plasmas]]&lt;br /&gt;
*You will always end up short of 1 TU to perform the action you wanted to do&lt;br /&gt;
**You will prime a grenade at 1 turn then be 1 TU short of throwing it&lt;br /&gt;
*If an alien grenade can explode and take out half or all of your squad, it will&lt;br /&gt;
*The soldiers with the worst stats will always be promoted&lt;br /&gt;
**When you build the [[Psi Lab]] you will always discover that your officers are psi weaklings&lt;br /&gt;
*On [[Ethereal]] [[Terror Mission]]s, you will always get the most [[Sectopod]]s as possible.&lt;br /&gt;
*If you can not remember, do not use Proximity/Particle Disturbance Grenades.&lt;br /&gt;
**All Five Second Grenades are Three Seconds&lt;br /&gt;
*If there is a civilian near the enemy you want to kill, your soldiers will always kill that civilian instead.&lt;br /&gt;
&lt;br /&gt;
===[[Civilian|Civilians]]===&lt;br /&gt;
*If a civilian sees a fire he will run into it&lt;br /&gt;
*If a civilian sees an alien he&#039;ll move right next to it&lt;br /&gt;
*If a civilian can block your line of fire to an alien he will do that&lt;br /&gt;
*Civilians will always be attracted towards dropped primed proximity grenades&lt;br /&gt;
*Civilians block doorways if you run out of time units before you can reach them&lt;br /&gt;
*Civilians will always run towards the aliens&lt;br /&gt;
&lt;br /&gt;
===[[Alien Life Forms|Aliens]]===&lt;br /&gt;
*If an alien can miss, it won&#039;t&lt;br /&gt;
*If an alien can MC you, it will&lt;br /&gt;
*Alien commanders will always kill themselves (with their [[Blaster Launcher|Blaster Launchers]]) to avoid capture &lt;br /&gt;
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier&lt;br /&gt;
*You&#039;ll never want to know the answer to &amp;quot;why did the Chryssalid cross the road?&amp;quot;&lt;br /&gt;
*If a [[Reaper]] can get stuck, it will &lt;br /&gt;
*If a [[Cyberdisk]] can explode on one of your men, it will.&lt;br /&gt;
*Unconscious aliens capable of melee attacks wake up when you least expect them to&lt;br /&gt;
*If you opened a door and turned left, the aliens are all on the right&lt;br /&gt;
*[[Sectopod|Sectopods]] will always reaction fire to you&lt;br /&gt;
*Aliens are smarter than they look&lt;br /&gt;
&lt;br /&gt;
==[[Geoscape|Geoscape (UFO Defense)]]==&lt;br /&gt;
*When you need money the most, some of your funders will stop funding you.&lt;br /&gt;
*As soon as you get a new base online, it will be attacked&lt;br /&gt;
*As soon as you get lots of money, the aliens will make you spend it all&lt;br /&gt;
*[[Alien Terror|Terror sites]] always appear only at night&lt;br /&gt;
*Seas always appear below a crashing UFO&lt;br /&gt;
*The first country to drop funding always gave the most money&lt;br /&gt;
*X-COM bases are always attacked when the squads are out&lt;br /&gt;
*Crashed UFO&#039;s never have [[Elerium]]&lt;br /&gt;
*Landed UFO&#039;s will take off before you can get to them&lt;br /&gt;
*UFO&#039;s will always arrive after your [[Skyranger]] is refueling from a two day patrol&lt;br /&gt;
*If you have forgotten to save the game for at least 3 missions, the game will crash&lt;br /&gt;
**The game will always crash when it is the least convenient&lt;br /&gt;
*If you launch a craft fully equipped for night fighting it will arrive at its intended location during daytime&lt;br /&gt;
*If you launch a craft fully equipped for day fighting it will arrive at its intended location during nighttime&lt;br /&gt;
*When a base becames operational UFO activity on that area will cease to zero immediately afterwards&lt;br /&gt;
*If your craft only has 1 missile left when it shoots it will miss&lt;br /&gt;
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]]&lt;br /&gt;
&lt;br /&gt;
==[[Cityscape (Apocalypse)]]==&lt;br /&gt;
*If you&#039;re almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.&lt;br /&gt;
*The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.&lt;br /&gt;
*UFOs carrying infiltrators always spawn at the gate you don&#039;t have covered.&lt;br /&gt;
*Griffon AFV is tough. The road under it is not. The tracks are just for show.&lt;br /&gt;
*There are only two types of vehicles that are always in abundance on the market. Blazer bikes and Stormdogs.&lt;br /&gt;
*While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.&lt;br /&gt;
*Megapol is useless. &lt;br /&gt;
**Transtellar is annoying.&lt;br /&gt;
***Everyone else is both annoying and useless.&lt;br /&gt;
*Government&#039;s weekly paycheck,after paying the overhead, will buy you a Lawpistol clip. Maybe two.&lt;br /&gt;
*If your base is in a slum, a single stray shot from a light disruptor will destroy it all.&lt;br /&gt;
**If your base is in a warehouse, said stray shot will still hit the tile with your agents&lt;br /&gt;
*Hoverbike swarm is a good idea. Too bad they&#039;ll all get shot down anyway because of sheer dumb luck on the aliens&#039; part.&lt;br /&gt;
*Research will always be completed right after when you needed it the most.&lt;br /&gt;
*After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.&lt;br /&gt;
*The Overspawn will coincidentally be dropped right at your doorstep.&lt;br /&gt;
*The Overspawn will never, EVER get hurt from falling debris. Unless you drop the said debris and level half of the city with it.&lt;br /&gt;
*People Tubes can collapse from an angry glare or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&lt;br /&gt;
*Your very first invasion of the Alien Dimension will require an hour&#039;s savescumming to get it right without being reduced to scrap metal.&lt;br /&gt;
*You WILL forget to not to move the XCOM craft when you succeed in destroying an alien building, killing everyone in the process.&lt;br /&gt;
&lt;br /&gt;
==[[Battlescape Overview (Apocalypse)|Battlescape (Apocalypse)]]==&lt;br /&gt;
*If your base is raided, there will be as few of your agents spawning as possible.&lt;br /&gt;
**Said agents will spawn as far away from the access lift as possible.&lt;br /&gt;
***Guess where the scientists will appear.&lt;br /&gt;
*If you&#039;re raiding a building, there will always be a retard with a heavy launcher.&lt;br /&gt;
**Despite your best efforts, he will manage to fire at least one missile.&lt;br /&gt;
***And he will do so even if you&#039;re breathing in his face.&lt;br /&gt;
****There is no way to avoid the missile and injuries or casualties from it.&lt;br /&gt;
*****Even if you somehow actually manage to avoid the missile, it&#039;ll bring down the building on you.&lt;br /&gt;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies you came here for.&lt;br /&gt;
*If an agent in a squad gets attacked by a brainsucker, the rest of the squad won&#039;t hit it at point blank range.&lt;br /&gt;
**Or they&#039;ll fire a missile launcher. Guess the results.&lt;br /&gt;
*If you turn around the corner where you think that last alien is hiding, it&#039;ll turn out to be half a dozen of Anthropods. All armed to the teeth.&lt;br /&gt;
*Berserking agent will cause more chaos and destruction than all of your other agents put together. And it won&#039;t be directed at the enemy.&lt;br /&gt;
*If someone throws a Boomeroid at an agent, he&#039;ll try to run away from it.&lt;br /&gt;
**Because it will always turn out that you forgot to set him to aggressive mode.&lt;br /&gt;
*If you try to capture a Megaspawn, he&#039;ll die before you can stun it.&lt;br /&gt;
*You&#039;d wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.&lt;br /&gt;
*You&#039;ll encounter cloaked and flying Skeletoids much more often than you&#039;d like to.&lt;br /&gt;
*Good stuff always comes too late.&lt;br /&gt;
*Psi attacks are only successful when they&#039;re not necessary.&lt;br /&gt;
*Dynamic music always ignores what you&#039;re actually doing.&lt;br /&gt;
*That agent you sent to scout ahead will always be the one without a motion scanner.&lt;br /&gt;
*Every raid is a horrible decision between property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Strategic (Enemy Unknown)]]==&lt;br /&gt;
*When you need §§§ the most, the US and Russia (which you have satellite coverage over) will pull out of the XCOM project.&lt;br /&gt;
*Your satellites will always be available one day too late to prevent a country from withdrawing.&lt;br /&gt;
*When you do have satellites available, you will never have enough Satellite Uplink/Nexus space for them.&lt;br /&gt;
*When you do have Satellite Uplink/Nexus, you will never have enough satellites.&lt;br /&gt;
*If you have one more satellite to go before getting a continent&#039;s bonus, that last country will pull out of the XCOM project.&lt;br /&gt;
**The one continent&#039;s bonus you don&#039;t want to get? The aliens will ignore that continent.&lt;br /&gt;
*You will always be at least §1 short of buying the next level of armor/weapons for all your troops.&lt;br /&gt;
*If a Colonel can be checked for having the Psi gift, he won&#039;t have it.&lt;br /&gt;
*If a Rookie can be checked for having the Psi gift, he will.&lt;br /&gt;
*Your interceptor will always lose contact 0.1 seconds before the enemy UFO is destroyed.&lt;br /&gt;
*Your interceptor will blow up one round of fire exchange after you press the Abort button.&lt;br /&gt;
*Just a bit more than a day from getting your Colonel out of the medbay? Time for a Terror Mission!&lt;br /&gt;
*Just a bit less than a day from getting your Colonel out of the medbay? Time for a Terror Mission!&lt;br /&gt;
**Fast forwarding will result in the Terror Mission succeeding for the aliens before you can react to your Colonel getting out of the medbay.&lt;br /&gt;
*Steam vents will be placed in inconvenient locations.&lt;br /&gt;
**Second floor steam vents will block your 2x2 Satellite Uplink block.&lt;br /&gt;
***The remaining steam vents will be on the 4th floor.&lt;br /&gt;
****In the corner.&lt;br /&gt;
*Research or Foundry upgrades will be completed one day after a critical mission appears.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==&lt;br /&gt;
*If a soldier&#039;s chance to hit is &amp;lt;99%, he will miss.&lt;br /&gt;
*If a soldier&#039;s chance to hit is 100%, he won&#039;t do enough damage to kill the alien.&lt;br /&gt;
*If an alien&#039;s chance to hit is &amp;gt;1%, he will hit.&lt;br /&gt;
*If an alien&#039;s mind control chance is &amp;gt;1%, it will work.&lt;br /&gt;
*When aiming at an Ethereal with the last shot of your turn, it will reflect it.&lt;br /&gt;
**&#039;&#039;Especially&#039;&#039; if that soldier has only 1 HP.&lt;br /&gt;
*If the vehicle that your soldier is dashing to for cover can be set on fire, it will be.&lt;br /&gt;
**That is, if the soldier survives the alien Overwatch shot that will set the vehicle on fire. &lt;br /&gt;
***If so, then the vehicle&#039;s explosion will finish him/her off. &lt;br /&gt;
*Your soldier will always have the exact amount of health for a vehicle to blow him up.&lt;br /&gt;
*You will always reveal new enemies on your last move of the turn.&lt;br /&gt;
**Who will then take up flanking positions behind anyone who dashed.&lt;br /&gt;
*The more soldiers who perform an Overwatch reaction shot against a single alien, the more likely they will all miss.&lt;br /&gt;
**Soldiers who hit the alien will barely kill the alien.&lt;br /&gt;
***The alien, in turn, will kill your highest-ranking soldier.&lt;br /&gt;
****After killing the highest-ranking soldier, the other aliens will come in and mop everyone else up.&lt;br /&gt;
*When you have your whole squad on overwatch they will all shoot one floater.&lt;br /&gt;
**And then all die to his Chryssalid buddy.&lt;br /&gt;
*Your Revive spec medic will always be the one critically wounded.&lt;br /&gt;
*When trying to capture a commander with one stunner, he will be the one MCed,&lt;br /&gt;
*Aliens will always hit soldier&#039;s hunkering down behind high cover.&lt;br /&gt;
**The alien will do just enough damage to not kill him, but to cause him to panic.&lt;br /&gt;
***The panicking soldier will kill a soldier and start a panic chain.&lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**Soldiers that panic will aim for the highest ranking officer he can see.&lt;br /&gt;
***Even behind high cover, on a higher elevation, and covered by a smoke grenade, a panicking rookie will still be able to kill the &amp;quot;protected&amp;quot; Colonel.&lt;br /&gt;
*Rockets will always fly off target.&lt;br /&gt;
**ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.&lt;br /&gt;
***At a gas station&lt;br /&gt;
****Then everything will explode&lt;br /&gt;
***** Then everything will explode and everyone will panic&lt;br /&gt;
******Even your SHIVs&lt;br /&gt;
*******And they will shoot your highest-ranked soldier&lt;br /&gt;
********And he will die&lt;br /&gt;
*********He will also have the psionic gift&lt;br /&gt;
*Aliens will position themselves right outside the radius of a grenade throw.&lt;br /&gt;
**If a grenade can clip through and explode harmlessly under ground while you are trying to aim it, it will.&lt;br /&gt;
*When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will not be with you.&lt;br /&gt;
*When it is time to face Muton Elites, your psionics will not be with you.&lt;br /&gt;
*Your soldiers are always one grid point away from moving to safely flank an alien.&lt;br /&gt;
*When a large UFO lands and you assault with your elite squad you will fight 3 Floaters, 3 Sectoids and a Sectoid Commander.&lt;br /&gt;
*When a moderate alien abduction comes up and you assault with a squad comprised of your Col. Sniper, squaddies, and rookies for training purposes, you will fight 9 Mutons (who will each throw their grenades asap), a Cyberdisc, and 2 Drones you just can&#039;t seem to hit.&lt;br /&gt;
*Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.&lt;br /&gt;
*You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster.  But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.&lt;br /&gt;
*The Overseer will only appear when you have no Firestorms.&lt;br /&gt;
**When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in&lt;br /&gt;
*Your MCed alien will always run out of usable turns before they can bust the asses off of some of their little alien friends.&lt;/div&gt;</summary>
		<author><name>Vaas</name></author>
	</entry>
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