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		<id>https://temp.ufopaedia.org/index.php?title=Abilities_(EU2012)&amp;diff=39538</id>
		<title>Abilities (EU2012)</title>
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		<updated>2012-10-17T23:33:41Z</updated>

		<summary type="html">&lt;p&gt;Vetrusio: /* Class &amp;amp; Rank Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all abilities can be found below, with their in-game descriptions. More information about &#039;&#039;&#039;Abilities&#039;&#039;&#039; and their uses can be found on the links on top of each category. &lt;br /&gt;
&lt;br /&gt;
==Class &amp;amp; Rank Abilities==&lt;br /&gt;
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities. Click on each column to sort contents alphabetically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Assault|Assault]] Abilties&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&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; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;  | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Heavy|Heavy]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&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;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |  Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;+100% to damage against robotic enemies.&#039;&#039; - LMG and Rocket Launcher?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of Fire Rocket in each mission.&#039;&#039; - Also contains the name First Blood on the code. a.k.a. &#039;&#039;&#039;First Blood&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Sniper|Sniper]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&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; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.&#039;&#039; a.k.a. &#039;&#039;&#039;Precision Shot&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant  || align=&amp;quot;center&amp;quot; | &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Killing a flanked or uncovered target with the sniper rifle does not cost an action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Support|Support]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&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; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Corporal || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Field Medic || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Revive || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Classes (EU2012)#Psionic|Psionic]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;75%&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; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Psionic || align=&amp;quot;center&amp;quot; | &#039;&#039;Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Specialist || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by ??? for ??? turns. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Specialist || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; ||align=&amp;quot;center&amp;quot; | Operative || align=&amp;quot;center&amp;quot; | &#039;&#039;Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;  | Operative || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | &#039;&#039;Psionically assisting an ally, granting the ally an array of stat bonuses.&#039;&#039; - Very likely an ability restricted to aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| &#039;&#039;&#039;Rift&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| Unknown || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| &#039;&#039;Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officer Training School Abilities==&lt;br /&gt;
These abilities can be obtained/purchased through building an [[OTS (EU2012)|Officer Training School]]. They have a monetary cost and require specific ranks to be purchased/activated.&lt;br /&gt;
&lt;br /&gt;
{{:Officer Training School (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==Equipment Abilities==&lt;br /&gt;
These are specific abilities provided by the presence or use of selected [[Equipment (EU2012)#Portable Equipment|equipment]] or other game features (terrain).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[Equipment (EU2012)|Equipment]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Requirement &lt;br /&gt;
! width=&amp;quot;75%&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; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple Hook&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Skeleton Suit (EU2012)|Skeleton Suit]]&amp;lt;br&amp;gt;[[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | Use the grappling hook to reach high locations.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stealth&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Ghost Armor&#039;s stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer&#039;s turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can incapacitate enemy targets within a range of 2. Higher chance if the target&#039;s health is at 3 HP or below. &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Combat Stims (EU2012)|Combat Stims]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Use combat stimulants to temporarily increase soldier&#039;s stats.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elevated Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Terrain || align=&amp;quot;center&amp;quot; | &#039;&#039;All units receive offensive bonuses against enemies on lower ground.&#039;&#039; - Also shared with aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Airborne&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; - Also shared with flying aliens.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Evasion&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Archangel Armor (EU2012)|Archangel Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Enemies targeting this unit when it is airborne suffer a -10% Aim penalty.&#039;&#039; - Also shared with flying aliens.  Stacks with penalties for enemy being higher.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hardened&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&amp;quot;&#039;&#039;. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Robotic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Titan Armor (EU2012)|Titan Armor]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unit is immune to Poison attacks and effects.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unique [[Alien Life Form (EU2012)|Alien]] Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Species&lt;br /&gt;
! width=&amp;quot;75%&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; | &#039;&#039;&#039;Melee Only&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] &amp;lt;br&amp;gt; [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | Unit may not use ranged weapons. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; - Reported in the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Merge minds with all lesser allies of the same species nearby, granting them +??? critical chance and +??? health.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Drain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Drain health from an ally.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 3 turns. Does not work on robotic enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Repair&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Close&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Switch to closed mode for increased defense. Allows Death Blossom attack.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blood Call&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for ??? turns. ??? turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Intimidate&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bloodlust&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bull Rush&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Beserker (EU2012)|Beserker]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Death Blossom&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Launch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bombard&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Leap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Poison enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Implant&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Head Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Civilian (EU2012)|Civilian]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]? || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | All aliens? || align=&amp;quot;center&amp;quot; | &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; - Reported on the demo.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ???? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039; - the last three abilities were thought to be disabled until Vengeance was reported on the demo. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | ????? || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer and Disabled Abilities==&lt;br /&gt;
All other information about abilities present in the demo code. Most don&#039;t appear to work and are merely listed for documentation. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Status&lt;br /&gt;
! width=&amp;quot;75%&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; | &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Multiplayer/Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
(ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]]&lt;br /&gt;
* [[Alien Life Forms (EU2012)|Aliens]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vetrusio</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(EU2012)&amp;diff=39513</id>
		<title>Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(EU2012)&amp;diff=39513"/>
		<updated>2012-10-17T21:23:57Z</updated>

		<summary type="html">&lt;p&gt;Vetrusio: /* Manufacturing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor Types==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|+ Bonuses and Abilities &lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Health&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Defense &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Move&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Abilities &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Kevlar Armor (EU2012)|Body Armor]]||align=&amp;quot;center&amp;quot; |+1||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Carapace Armor (EU2012)|Carapace Armor]] ||align=&amp;quot;center&amp;quot; |+4||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeleton Suit (EU2012)|Skeleton Suit]] ||align=&amp;quot;center&amp;quot; |+3||align=&amp;quot;center&amp;quot; |+10||align=&amp;quot;center&amp;quot; |+3||Grapple&lt;br /&gt;
|-&lt;br /&gt;
|[[Titan Armor (EU2012)|Titan Armor]]||align=&amp;quot;center&amp;quot; |+10||||||Fire and poison immunity&lt;br /&gt;
|-&lt;br /&gt;
|[[Archangel Armor (EU2012)|Archangel Armor]] ||align=&amp;quot;center&amp;quot; |+8||||||Flight (6 moves, 12 after foundry upgrade)&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Armor (EU2012)|Ghost Armor]] ||align=&amp;quot;center&amp;quot; |+6||align=&amp;quot;center&amp;quot; |+20||align=&amp;quot;center&amp;quot; |+3||Grapple, Stealth&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Armor (EU2012)|Psi Armor]] ||align=&amp;quot;center&amp;quot; |+6||align=&amp;quot;center&amp;quot; |+10||align=&amp;quot;center&amp;quot; |+2||+20 Will&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Manufacturing==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Type!!Cost!!Elerium!!Alloys!!&amp;quot;Time&amp;quot;!!Engineers req&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|[[Carapace Armor (EU2012)|Carapace Armor]] ||25||0||15||10||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeleton Suit (EU2012)|Skeleton Suit]] ||30||0||10||10||15&lt;br /&gt;
|-&lt;br /&gt;
|[[Titan Armor (EU2012)|Titan Armor]] ||150||10||35||10||25&lt;br /&gt;
|-&lt;br /&gt;
|[[Archangel Armor (EU2012)|Archangel Armor]] ||200||35||50||14||35&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Armor (EU2012)|Ghost Armor]] ||250||50||40||14||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Armor (EU2012)|Psi Armor]] ||400||40||20||10||30&lt;br /&gt;
|}&lt;br /&gt;
note: how times work in-game is not yet confirmed&lt;br /&gt;
&lt;br /&gt;
Note: Costs listed are base costs.  Monetary and Alloy costs (and likely Elerium, but unconfirmed as yet) can decrease due to facility adjacency bonuses and the presence of additional engineers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vetrusio</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=39509</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=39509"/>
		<updated>2012-10-17T20:22:23Z</updated>

		<summary type="html">&lt;p&gt;Vetrusio: /* Build Facilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOMs head of engineering.]]&lt;br /&gt;
&#039;&#039;In 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 is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039; Info on resources, cost &amp;amp; time&#039;&#039;&lt;br /&gt;
* Credits&lt;br /&gt;
* Elerium&lt;br /&gt;
* Alloys&lt;br /&gt;
&lt;br /&gt;
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of a manufactured item is:&lt;br /&gt;
&lt;br /&gt;
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]&lt;br /&gt;
&lt;br /&gt;
== Workshops ==&lt;br /&gt;
&#039;&#039;Info on workshops and bonus.&#039;&#039;&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;
== Projects ==&lt;br /&gt;
&#039;&#039;Info about engineering projects.&#039;&#039;&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Items ===&lt;br /&gt;
* [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
* [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
* [[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
* [[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
* [[Medikit (EU2012)|Medikit]]&lt;br /&gt;
* [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
* [[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
* [[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
* [[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
* [[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
* [[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
* [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]]&lt;br /&gt;
* [[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
* [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
* [[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
* [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
* [[Firestorm (EU2012)|Firestorm]]&lt;br /&gt;
* [[Satellite (EU2012)|Satellite]]&lt;br /&gt;
* [[Alloy SHIV (EU2012)|Alloy SHIV]]&lt;br /&gt;
* [[SHIV (EU2012)|SHIV]]&lt;br /&gt;
* [[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
* [[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
* [[Plasma Cannon (EU2012)|Plasma Cannon]]&lt;br /&gt;
* [[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
* [[Defence Matrix (dodge)]]&lt;br /&gt;
* [[Uplink Targeting (Aim)]]&lt;br /&gt;
&lt;br /&gt;
{{EndCol}}&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;
|+ Weapons&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;50%&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;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nano sutures and high-potency stimulants. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §25&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Vehicles&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;50%&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;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite (EU2012)|Satellite]] || align=&amp;quot;center&amp;quot; | An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §100&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | 20d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Phoenix Cannon (EU2012)|Phoenix Cannon]] || align=&amp;quot;center&amp;quot; | The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. || align=&amp;quot;center&amp;quot; | Experimental Warfare || align=&amp;quot;center&amp;quot; | §20 (Normal)&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] || align=&amp;quot;center&amp;quot; | Activate this module during interception to provide an immediate, temporary booste 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. || align=&amp;quot;center&amp;quot; | Sectoid Autopsy || align=&amp;quot;center&amp;quot; | §5 (Normal)&amp;lt;br/&amp;gt; 3x Sectoid Corpse &amp;lt;br/&amp;gt; 5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Alloy SHIV (EU2012)|Alloy SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;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.&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Alien Alloys, Heavy Weapons Platform (SHIV) || align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;20 Alloys &amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | (N+46) 7d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;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.&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Heavy Weapons Platform (SHIV)|| align=&amp;quot;center&amp;quot; | §45&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | (N+46) 7d&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
See also [[Base Facilities (EU2012)|Base Facilities]]&lt;br /&gt;
&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;15%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;25%&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; | Maintenance&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Bonus&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&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; | [[Access Lift (EU2012)|Access Lift]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to access a level. &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/month &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5d&lt;br /&gt;
&amp;lt;!-- END ONE SECTION --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite Uplink (EU2012)|Satellite Uplink]] || align=&amp;quot;center&amp;quot; | With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §150&amp;lt;br/&amp;gt;5 Power&amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | §xx || align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every two uplinks constructed adjacent to another. || align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite Nexus (EU2012)|Satellite Nexus]] || align=&amp;quot;center&amp;quot; | With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. || align=&amp;quot;center&amp;quot; | Alien Nav Computer Research || align=&amp;quot;center&amp;quot; | §300&amp;lt;br/&amp;gt;8 Power&amp;lt;br/&amp;gt;25 Engineers&amp;lt;br/&amp;gt;25x Alloys&amp;lt;br/&amp;gt;2x UFO Flight Computer || align=&amp;quot;center&amp;quot; | §26/month || align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent uplink. || align=&amp;quot;center&amp;quot; | 21d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Laboratory (EU2012)|Laboratory]] || align=&amp;quot;center&amp;quot; | Each laboratory increases research speed by 20%. || align=&amp;quot;center&amp;quot; | Acquire 1+ scientist || align=&amp;quot;center&amp;quot; | §125&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;6 Scientists || align=&amp;quot;center&amp;quot; | §24/month || align=&amp;quot;center&amp;quot; | +10% increase to research speed for every adjacent laboratory. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Workshop (EU2012)|Workshop]] || align=&amp;quot;center&amp;quot; | Each workshop adds 5 engineers to our staff. || align=&amp;quot;center&amp;quot; | Acquire 1+ engineer || align=&amp;quot;center&amp;quot; | §130&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;15 Engineers || align=&amp;quot;center&amp;quot; | §26/month || align=&amp;quot;center&amp;quot; | +7% refund on resources used when building vehicles, foundry projects and facilities. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Foundry (EU2012)| The Foundry]] || align=&amp;quot;center&amp;quot; | Develop new combat items or improve current items in the Foundry. || align=&amp;quot;center&amp;quot; | Experimental Warfare Research || align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;3 Power || align=&amp;quot;center&amp;quot; | §20/month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Alien Containment (EU2012)| Alien Containment]] || align=&amp;quot;center&amp;quot; | This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. || align=&amp;quot;center&amp;quot; | Xenobiology Research || align=&amp;quot;center&amp;quot; | §85&amp;lt;br/&amp;gt;5 Power || align=&amp;quot;center&amp;quot; | §18/month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 7d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Power Generator (EU2012)|Power Generator]] || align=&amp;quot;center&amp;quot; | Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §60 || align=&amp;quot;center&amp;quot; | §11/month || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | 5d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Thermo Generator (EU2012)|Thermo Generator]] || align=&amp;quot;center&amp;quot; | Thermal Power Generators supply +20 power, but must be built over steam vents. || align=&amp;quot;center&amp;quot; | Steam Vent || align=&amp;quot;center&amp;quot; | §200 || align=&amp;quot;center&amp;quot; | §23/month || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | 8d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Elerium Generator (EU2012)|Elerium Generator]] || align=&amp;quot;center&amp;quot; | Elerium Power Generators supply +30 power. || align=&amp;quot;center&amp;quot; |UFO Power Source Research || align=&amp;quot;center&amp;quot; | §275&amp;lt;br/&amp;gt;40x Alloys&amp;lt;br/&amp;gt;30x Elerium&amp;lt;br/&amp;gt;2x UFO Power Source|| align=&amp;quot;center&amp;quot; | §29/month || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Psionic Lab (EU2012)|Psionoic Lab]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | §30/month || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Gallop Chamber (EU2012)| Gallop Chamber]] || align=&amp;quot;center&amp;quot; | Once we build this facility, a psionically powerful soldier will be able to access the Ethereal&#039;s psychic net. || align=&amp;quot;center&amp;quot; | Ethereal Device Research || align=&amp;quot;center&amp;quot; | §200&amp;lt;br/&amp;gt;5 Power || align=&amp;quot;center&amp;quot; | §100/month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vetrusio</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=39508</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=39508"/>
		<updated>2012-10-17T20:21:45Z</updated>

		<summary type="html">&lt;p&gt;Vetrusio: /* Build Facilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOMs head of engineering.]]&lt;br /&gt;
&#039;&#039;In 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 is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039; Info on resources, cost &amp;amp; time&#039;&#039;&lt;br /&gt;
* Credits&lt;br /&gt;
* Elerium&lt;br /&gt;
* Alloys&lt;br /&gt;
&lt;br /&gt;
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of a manufactured item is:&lt;br /&gt;
&lt;br /&gt;
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]&lt;br /&gt;
&lt;br /&gt;
== Workshops ==&lt;br /&gt;
&#039;&#039;Info on workshops and bonus.&#039;&#039;&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;
== Projects ==&lt;br /&gt;
&#039;&#039;Info about engineering projects.&#039;&#039;&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Items ===&lt;br /&gt;
* [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
* [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
* [[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
* [[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
* [[Medikit (EU2012)|Medikit]]&lt;br /&gt;
* [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
* [[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
* [[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
* [[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
* [[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
* [[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
* [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]]&lt;br /&gt;
* [[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
* [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
* [[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
* [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
* [[Firestorm (EU2012)|Firestorm]]&lt;br /&gt;
* [[Satellite (EU2012)|Satellite]]&lt;br /&gt;
* [[Alloy SHIV (EU2012)|Alloy SHIV]]&lt;br /&gt;
* [[SHIV (EU2012)|SHIV]]&lt;br /&gt;
* [[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
* [[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
* [[Plasma Cannon (EU2012)|Plasma Cannon]]&lt;br /&gt;
* [[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
* [[Defence Matrix (dodge)]]&lt;br /&gt;
* [[Uplink Targeting (Aim)]]&lt;br /&gt;
&lt;br /&gt;
{{EndCol}}&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;
|+ Weapons&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;50%&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;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nano sutures and high-potency stimulants. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §25&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Vehicles&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;50%&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;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite (EU2012)|Satellite]] || align=&amp;quot;center&amp;quot; | An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §100&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | 20d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Phoenix Cannon (EU2012)|Phoenix Cannon]] || align=&amp;quot;center&amp;quot; | The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. || align=&amp;quot;center&amp;quot; | Experimental Warfare || align=&amp;quot;center&amp;quot; | §20 (Normal)&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] || align=&amp;quot;center&amp;quot; | Activate this module during interception to provide an immediate, temporary booste 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. || align=&amp;quot;center&amp;quot; | Sectoid Autopsy || align=&amp;quot;center&amp;quot; | §5 (Normal)&amp;lt;br/&amp;gt; 3x Sectoid Corpse &amp;lt;br/&amp;gt; 5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Alloy SHIV (EU2012)|Alloy SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;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.&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Alien Alloys, Heavy Weapons Platform (SHIV) || align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;20 Alloys &amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | (N+46) 7d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;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.&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Heavy Weapons Platform (SHIV)|| align=&amp;quot;center&amp;quot; | §45&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | (N+46) 7d&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
See also [[Base Facilities (EU2012)|Base Facilities]]&lt;br /&gt;
&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;15%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;25%&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; | Maintenance&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Bonus&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&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; | [[Access Lift (EU2012)|Access Lift]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to access a level. &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/month &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5d&lt;br /&gt;
&amp;lt;!-- END ONE SECTION --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite Uplink (EU2012)|Satellite Uplink]] || align=&amp;quot;center&amp;quot; | With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §150&amp;lt;br/&amp;gt;5 Power&amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | §xx || align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every two uplinks constructed adjacent to another. || align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite Nexus (EU2012)|Satellite Nexus]] || align=&amp;quot;center&amp;quot; | With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. || align=&amp;quot;center&amp;quot; | Alien Nav Computer Research || align=&amp;quot;center&amp;quot; | §300&amp;lt;br/&amp;gt;8 Power&amp;lt;br/&amp;gt;25 Engineers&amp;lt;br/&amp;gt;25x Alloys&amp;lt;br/&amp;gt;2x UFO Flight Computer || align=&amp;quot;center&amp;quot; | §26/month || align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent uplink. || align=&amp;quot;center&amp;quot; | 21d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Laboratory (EU2012)|Laboratory]] || align=&amp;quot;center&amp;quot; | Each laboratory increases research speed by 20%. || align=&amp;quot;center&amp;quot; | Acquire 1+ scientist || align=&amp;quot;center&amp;quot; | §125&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;6 Scientists || align=&amp;quot;center&amp;quot; | §24/month || align=&amp;quot;center&amp;quot; | +10% increase to research speed for every adjacent laboratory. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Workshop (EU2012)|Workshop]] || align=&amp;quot;center&amp;quot; | Each workshop adds 5 engineers to our staff. || align=&amp;quot;center&amp;quot; | Acquire 1+ engineer || align=&amp;quot;center&amp;quot; | §130&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;15 Engineers || align=&amp;quot;center&amp;quot; | §26/month || align=&amp;quot;center&amp;quot; | +7% refund on resources used when building vehicles, foundry projects and facilities. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Foundry (EU2012)| The Foundry]] || align=&amp;quot;center&amp;quot; | Develop new combat items or improve current items in the Foundry. || align=&amp;quot;center&amp;quot; | Experimental Warfare Research || align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;3 Power || align=&amp;quot;center&amp;quot; | §20/month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Alien Containment (EU2012)| Alien Containment]] || align=&amp;quot;center&amp;quot; | This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. || align=&amp;quot;center&amp;quot; | Xenobiology Research || align=&amp;quot;center&amp;quot; | §85&amp;lt;br/&amp;gt;5 Power || align=&amp;quot;center&amp;quot; | §18/month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 7d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Power Generator (EU2012)|Power Generator]] || align=&amp;quot;center&amp;quot; | Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §60 || align=&amp;quot;center&amp;quot; | §11/month || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | 5d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Thermo Generator (EU2012)|Thermo Generator]] || align=&amp;quot;center&amp;quot; | Thermal Power Generators supply +20 power, but must be built over steam vents. || align=&amp;quot;center&amp;quot; | Steam Vent || align=&amp;quot;center&amp;quot; | §200 || align=&amp;quot;center&amp;quot; | §23/month || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | 8d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Elerium Generator (EU2012)|Elerium Generator]] || align=&amp;quot;center&amp;quot; | Elerium Power Generators supply +30 power. || align=&amp;quot;center&amp;quot; |UFO Power Source Research || align=&amp;quot;center&amp;quot; | §275&amp;lt;br/&amp;gt;40x Alloys&amp;lt;br/&amp;gt;30x Elerium&amp;lt;br/&amp;gt;2x UFO Power Source|| align=&amp;quot;center&amp;quot; | §29/month || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Psionic Lab (EU2012)|Psionoic Lab]] || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | §30/month || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Gallop Chamber (EU2012)| Gallop Chamber]] || align=&amp;quot;center&amp;quot; | Once we build this facility, a psionically powerful soldier will be able to access the Ethereal&#039;s psychic net. || align=&amp;quot;center&amp;quot; | Ethereal Device || align=&amp;quot;center&amp;quot; | §200&amp;lt;br/&amp;gt;5 Power || align=&amp;quot;center&amp;quot; | §100/month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vetrusio</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=39506</id>
		<title>Foundry (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(EU2012)&amp;diff=39506"/>
		<updated>2012-10-17T19:19:54Z</updated>

		<summary type="html">&lt;p&gt;Vetrusio: /* Foundry Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The foundry allows for squad wide upgrades similar to the Officer Training School.  &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The foundry must be constructed in the Ant Farm in order to be accessed.  Cost and Time are based off 5 Engineers on Classic difficulty.&lt;br /&gt;
Also note that all Foundry Improvements require the continued existence of the Foundry itself to be maintained, even after they were purchased. &lt;br /&gt;
&lt;br /&gt;
*Cost: 3 Power, §75&lt;br /&gt;
*Time: 10 days&lt;br /&gt;
*Maintenance: $20/month&lt;br /&gt;
&lt;br /&gt;
==Future Combat Bonus==&lt;br /&gt;
If the XCOM base is located in Asia or by providing Asia with full satellite coverage, commanders are granted the continent bonus &amp;quot;Future Combat.&amp;quot;   This bonus reduces most of the resource requirements for foundry projects by 50%.  However, the requirements for Weapon Fragments, Corpses, Engineers, and base items to be improved upon (ie Alien Grenade) remain static.&lt;br /&gt;
&lt;br /&gt;
==Foundry Projects==&lt;br /&gt;
List of foundry projects.&lt;br /&gt;
&lt;br /&gt;
Unlike the OTS, foundry projects take time to complete similar to research projects.  Additionally, several Foundry projects benefit from various Research Credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons Platform (SHIV)&#039;&#039;&#039;&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §70&lt;br /&gt;
*Fixed Cost: 5 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM soldier. Once this project is completed, we can begin building S.H.I.V. units in Engineering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Grenades&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Salvaged Alien Grenade&lt;br /&gt;
*Variable Cost: §75, 10x Elerium, 25x Alloys, &lt;br /&gt;
*Fixed Cost: 1x Alien Grenade, 20x Weapon Fragments, 20 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Frag grenades upgraded to Alien grenades.  &lt;br /&gt;
*&#039;&#039;We&#039;ve had a look at the intact alien grenade you recovered, and with a small investment of resources and time we believe that we can upgrade all our current frag grenades...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Medkit&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Thin Man Autopsy&lt;br /&gt;
*Variable Cost: §125&lt;br /&gt;
*Fixed Cost: 4x Thin Man Corpse, 20x Weapon Fragment, 26 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*+50% healing delivered by a single medkit charge.&lt;br /&gt;
*&#039;&#039;The flexible physiology of the Thin Men has given us new ideas for improving our Medikits. We now believe we can increase by 50% the amount of healing delivered in a single charge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Arc Thrower&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Arc Thrower and Elerium&lt;br /&gt;
*Variable Cost: §100, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Increase Stun success rate.&lt;br /&gt;
*&#039;&#039;By increasing the power of our Arc Throwers, we should increase the successful stun rate in combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Heavy Floater Autopsy&lt;br /&gt;
*Variable Cost: §?, ?x Alloys&lt;br /&gt;
*Fixed Cost: &lt;br /&gt;
*?&lt;br /&gt;
*Time: ?&lt;br /&gt;
*Improves repair rate of SHIVs and aircraft.&lt;br /&gt;
*&#039;&#039;As our understanding of alien materials grows, we believe that we can develop processes that would reduce the repair times of our fighter craft and S.H.I.V. units significantly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039;&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Lasers&lt;br /&gt;
*Variable Cost: §100, 30x Alloys&lt;br /&gt;
*Fixed Cost: 15x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Beam Weapon Research credit applies.&lt;br /&gt;
*Time: 7 days (4 days)&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with laser cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce high output laser weapons, we could swap out the conventional minigun our S.H.I.V. units currently use in favor of a laser cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039;&lt;br /&gt;
*Requirements: SHIV Project, Researched Heavy Plasma&lt;br /&gt;
*Variable Cost: §100, 15x Elerium, 22x Alloys&lt;br /&gt;
*Fixed Cost: 30x Weapon Fragments, 20x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*SHIV minigun replaced with plasma cannon.&lt;br /&gt;
*&#039;&#039;Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units&#039; armament with this technology and dramatically increase their firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039;&lt;br /&gt;
*Requirements: SHIV Project, Researched Arc Thrower and EMP Cannon&lt;br /&gt;
*Variable Cost: §35(?), 7x Alloys&lt;br /&gt;
*Fixed Cost: 10x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Allows soldiers to repair SHIV units with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drone Capture&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Arc Thrower, Drone Autopsy&lt;br /&gt;
*Variable Cost: §175&lt;br /&gt;
*Fixed Cost: 4x Drone Wreck, 20x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
* Allows Arc Thrower to capture Drones.  Captured drone is controllable by the squad for the remainder of the mission (flying scout, repair S.H.I.V., etc).&lt;br /&gt;
*&#039;&#039;We&#039;re confident that our Arc Throwers could be upgraded to allow the capture of enemy drones, giving us control of the flying drones for the remainder of the combat mission.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammo Conservation&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Muton Autopsy &lt;br /&gt;
*Variable Cost: §150, 90 Alloys&lt;br /&gt;
*Fixed Cost: 6x Muton Corpse, 20x Weapon Fragment, 15 Engineers&lt;br /&gt;
*Beam Weapon Research Credit Applies&lt;br /&gt;
*Time: 4 days (2 days) ; Normal+41eng=14d&lt;br /&gt;
*All weapons can be fired twice as many times before reloading.&lt;br /&gt;
*&#039;&#039;Muton armor contains servomotors that function as automatic weapon loaders, allowing their weapons to carry more ammunition without requiring the soldier to pause for a full reload. We could apply some of the same techniques to our own weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Flight&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Archangel Armor&lt;br /&gt;
*Variable Cost: §162(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck, 25x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 7 days&lt;br /&gt;
*Doubles fuel for Archangel Armor and Hover SHIV from 6 to 12.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Construction&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Sectopod Autopsy&lt;br /&gt;
*Variable Cost: §187(?), 25x Alloys&lt;br /&gt;
*Fixed Cost: 2x Sectopod wrecks, 20x Weapon Fragments, 30x Engineers&lt;br /&gt;
*?&lt;br /&gt;
*Time: 14 days&lt;br /&gt;
*Allows you to construct facilities in half time for double cost(toggled when facility is ordered)&lt;br /&gt;
*&#039;&#039;The advanced fabrication processes that the aliens used to build this Sectopod could be repurposed to accelerate XCOM&#039;s vehicle and facility construction. At a significant cost, of course.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Pistol I&#039;&#039;&#039;&lt;br /&gt;
*Requirements: None&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 5x Weapon Fragment, 5 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Critical Chance&lt;br /&gt;
*&#039;&#039;One of our earliest developments in the Foundry, the Magnetic Ordnance Reduction System greatly reduces the recoil of our entire range of sidearms. Utilizing the latest in composite materials, this upgrade will significantly improve the odds of our soldiers scoring critical hits on their...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Pistol II&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Beam Weapons&lt;br /&gt;
*Variable Cost: §150 credits, 20 Alloys&lt;br /&gt;
*Fixed Cost: 25x Weapon Fragment, 10 Engineers&lt;br /&gt;
*Time: 2 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Aim&lt;br /&gt;
*&#039;&#039;We&#039;ve started testing an experimental cryogenic treatment for the barrels of our existing sidearm designs. This process will greatly reduce heat distortions caused by repeated firing, which should increase the aim of all soldiers using a pistol.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Pistol III&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Plasma Pistol&lt;br /&gt;
*Variable Cost: §250, 20x Elerium, 20x Alloys&lt;br /&gt;
*Fixed Cost: 50x Weapon Fragment, 20 Engineers&lt;br /&gt;
*Time: 4 days&lt;br /&gt;
*Weapon Research Credit applies&lt;br /&gt;
*Increased Pistol Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIV Suppression&#039;&#039;&#039;&lt;br /&gt;
*Requirements: SHIV Project&lt;br /&gt;
*Variable Cost: §20&lt;br /&gt;
*Fixed Cost: 15 Engineers&lt;br /&gt;
*Time: (N+46) 7d&lt;br /&gt;
*&#039;&#039;With a fairly extensive hardware and software upgrade, our S.H.I.V. units would be capable of suppressive fire, letting them pin enemy targets down under a hail of bullets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Satellites&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Alien Nav Computer&lt;br /&gt;
*Variable Cost: §150, 20 Elerium, 20 Alloys&lt;br /&gt;
*Fixed Cost: 3 UFO Flight Computer, 20 Engineers&lt;br /&gt;
*Time: Unknown&lt;br /&gt;
*Makes satellites harder to detect by aliens.&lt;br /&gt;
*&#039;&#039;By studying the communication signatures of the UFO nav computers we&#039;ve recovered, we could update our satellite network to mimic the alien communications. This would make the satellites much harder to detect if the aliens were to go looking for them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.C.O.P.E. Upgrade&#039;&#039;&#039;&lt;br /&gt;
*Requirements: Researched Weapon Fragments&lt;br /&gt;
*Variable Cost: §75&lt;br /&gt;
*Fixed Cost: 15 Weapon Fragments, 10 Engineers&lt;br /&gt;
*Time: Unknown&lt;br /&gt;
*Beam Weapons research credit applies.&lt;br /&gt;
*Increase Critical Chance&lt;br /&gt;
*&#039;&#039;The portable targeting module called &#039;S.C.O.P.E.&#039; could be upgraded to highlight sensitive points on the enemy targets. We believe that the chance of critical shots would increase accordingly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vetrusio</name></author>
	</entry>
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