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	<updated>2026-05-03T08:59:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71345</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71345"/>
		<updated>2016-02-21T22:25:57Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenades are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
EMP dissables enemies shields&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burn melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71265</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71265"/>
		<updated>2016-02-16T21:31:35Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: /* Pistols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffers aim penalties at longer range. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pistols====&lt;br /&gt;
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapon carried by [[Ranger (XCOM2)|Ranger]]s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sword (XCOM2)|Sword]] || ? || ? ||?|| ? || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM2)|Arc Blade]] || ? || ? || ? || ? || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM2)|Fusion Blade]] || ? || ? || ? || ? || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thrown===&lt;br /&gt;
====Grenades====&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 3, Acid&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71264</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71264"/>
		<updated>2016-02-16T21:29:26Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenades are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 3, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || 1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || 2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || 2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || ? || Unknown, likely increased survivability. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || 2 || Burns melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies || Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || Increased damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins. They are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy.&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=51954</id>
		<title>MEC Trooper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=51954"/>
		<updated>2013-11-12T23:05:48Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS MECH.png|rigth|frame|64px|Mech Trooper]]&lt;br /&gt;
&lt;br /&gt;
The MEC Trooper is a new class of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.&lt;br /&gt;
&lt;br /&gt;
MEC Troopers required specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]), and will carry a Primary Weapons such as the [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and a [[Particle Cannon (EU2012)|Particle Cannon]]. MECs can&#039;t carry regular items but the MEC Suit offers a choice of two different Tactical Subsystems at each level that allows them to field Flamethrowers, Grenade Launchers, Restorative Mist and other tactical options.&lt;br /&gt;
&lt;br /&gt;
MECs can&#039;t use [[Cover (EU2012)|Cover]] like regular soldiers.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]] - &#039;&#039;&#039;Body Shield&#039;&#039;&#039; - &#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; - &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; - &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; - &#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers +15 Defense when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;One For All&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MEC Trooper Rank Progression==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS MECH.png|left|24px]]&#039;&#039;&#039;MEC Trooper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 0&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Finances_(EU2012)&amp;diff=51643</id>
		<title>Finances (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Finances_(EU2012)&amp;diff=51643"/>
		<updated>2013-10-28T20:29:35Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: /* Africa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Credits (EU2012).png|300px|right|Ahhh, the good stuff]]&lt;br /&gt;
&lt;br /&gt;
Check also [[Economy (EU2012)|Economy]] for details on how to daily manage your credit resources.&lt;br /&gt;
&lt;br /&gt;
==Starting Funds==&lt;br /&gt;
*&#039;&#039;&#039;Base Funding&#039;&#039;&#039; values vary upon [[Difficulty (EU2012)|difficulty]] levels and are §175 (Easy &amp;amp; Normal), §75 (Classic) and §50 (Impossible). &lt;br /&gt;
**These credits are only given upon game start. &lt;br /&gt;
** The Africa continental bonus further increases this value by 30%.&lt;br /&gt;
*&#039;&#039;&#039;Country Funding&#039;&#039;&#039; values are §180 (North America), §100 (Europe &amp;amp; Asia), §130 (Africa, including 30% continental bonus) and §80 (South America).&lt;br /&gt;
**On Easy difficulty the values are increased by 50% to §270 (North America), §150 (Europe &amp;amp; Asia), §195 Africa, including 30% continental bonus) and §120 (South America).&lt;br /&gt;
**[[Second Wave (EU2012)|Second Wave&#039;s]] option &#039;&#039;&#039;New Economy&#039;&#039;&#039; will affect this starting value.&lt;br /&gt;
*&#039;&#039;&#039;HQ Starting Money&#039;&#039;&#039; has a fixed value of §100 for all difficulty levels and is given once upon game start.  &lt;br /&gt;
* &#039;&#039;&#039;Maintenance&#039;&#039;&#039; costs include both:&lt;br /&gt;
**[[Base Facilities (EU2012)|Facility Maintenance]]: 1 [[Access Lift (EU2012)|Access Lift]] (§10), 1 [[Satellite Uplink (EU2012)|Satellite Uplink]] (§15), and on Easy/Normal difficulties, 1 [[Officer Training School (EU2012)|Officer Training School]] (§25).&lt;br /&gt;
**[[Hangar (EU2012)#Crafts|Craft Maintenance]]: 2 [[Interceptor (EU2012)|Interceptors]] and 1 [[Skyranger (EU2012)|Skyranger]] (§20 each, total §60 - the North America continental bonus reduces it to §30).&lt;br /&gt;
&lt;br /&gt;
===North America===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Base Funding&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Country Funding&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | HQ Starting Money&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Maintenance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Total&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Easy&lt;br /&gt;
|§175&lt;br /&gt;
|§270&lt;br /&gt;
|§100&lt;br /&gt;
|(-§80)&lt;br /&gt;
|&#039;&#039;&#039;§465&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Normal&lt;br /&gt;
|§175&lt;br /&gt;
|§180&lt;br /&gt;
|§100&lt;br /&gt;
|(-§80)&lt;br /&gt;
|&#039;&#039;&#039;§375&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Classic&lt;br /&gt;
|§100&lt;br /&gt;
|§180&lt;br /&gt;
|§100&lt;br /&gt;
|(-§55)&lt;br /&gt;
|&#039;&#039;&#039;§300&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Impossible&lt;br /&gt;
|§50&lt;br /&gt;
|§180&lt;br /&gt;
|§100&lt;br /&gt;
|(-§55)&lt;br /&gt;
|&#039;&#039;&#039;§275&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===South America===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Base Funding&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Country Funding&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | HQ Starting Money&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Maintenance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Total&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Easy&lt;br /&gt;
|§175&lt;br /&gt;
|§120&lt;br /&gt;
|§100&lt;br /&gt;
|(-§110)&lt;br /&gt;
|&#039;&#039;&#039;§285&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Normal&lt;br /&gt;
|§175&lt;br /&gt;
|§80&lt;br /&gt;
|§100&lt;br /&gt;
|(-§110)&lt;br /&gt;
|&#039;&#039;&#039;§245&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Classic&lt;br /&gt;
|§100&lt;br /&gt;
|§80&lt;br /&gt;
|§100&lt;br /&gt;
|(-§85)&lt;br /&gt;
|&#039;&#039;&#039;§170&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Impossible&lt;br /&gt;
|§50&lt;br /&gt;
|§80&lt;br /&gt;
|§100&lt;br /&gt;
|(-§85)&lt;br /&gt;
|&#039;&#039;&#039;§145&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Europe/Asia===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Base Funding&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Country Funding&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | HQ Starting Money&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Maintenance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Total&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Easy&lt;br /&gt;
|§175&lt;br /&gt;
|§150&lt;br /&gt;
|§100&lt;br /&gt;
|(-§110)&lt;br /&gt;
|&#039;&#039;&#039;§315&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Normal&lt;br /&gt;
|§175&lt;br /&gt;
|§100&lt;br /&gt;
|§100&lt;br /&gt;
|(-§110)&lt;br /&gt;
|&#039;&#039;&#039;§265&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Classic&lt;br /&gt;
|§100&lt;br /&gt;
|§100&lt;br /&gt;
|§100&lt;br /&gt;
|(-§85)&lt;br /&gt;
|&#039;&#039;&#039;§190&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Impossible&lt;br /&gt;
|§50&lt;br /&gt;
|§100&lt;br /&gt;
|§100&lt;br /&gt;
|(-§85)&lt;br /&gt;
|&#039;&#039;&#039;§165&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Africa===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Base Funding&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Country Funding&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | HQ Starting Money&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Maintenance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Total&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Easy&lt;br /&gt;
|§227&lt;br /&gt;
|§195&lt;br /&gt;
|§100&lt;br /&gt;
|(-§110)&lt;br /&gt;
|&#039;&#039;&#039;§412&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Normal&lt;br /&gt;
|§227&lt;br /&gt;
|§130&lt;br /&gt;
|§100&lt;br /&gt;
|(-§110)&lt;br /&gt;
|&#039;&#039;&#039;§347&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Classic&lt;br /&gt;
|§130&lt;br /&gt;
|§130&lt;br /&gt;
|§100&lt;br /&gt;
|(-§85)&lt;br /&gt;
|&#039;&#039;&#039;§275&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|Impossible&lt;br /&gt;
|§65&lt;br /&gt;
|§130&lt;br /&gt;
|§100&lt;br /&gt;
|(-§85)&lt;br /&gt;
|&#039;&#039;&#039;§210&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cash Flow Statement==&lt;br /&gt;
===Gross Monthly Income===&lt;br /&gt;
[[Image:Finances 1 (EU2012).png|500px|right]]&lt;br /&gt;
XCOM income comes from two sources:&lt;br /&gt;
* &#039;&#039;&#039;Base Funding&#039;&#039;&#039; (the general income given by the [[The Council (EU2012)|Council]] which varies upon difficulty level)&lt;br /&gt;
**[[Second Wave (EU2012)|Second Wave&#039;s]] options &#039;&#039;&#039;War Wariness&#039;&#039;&#039; will affect this value, causing it to be reduced each month until it reaches zero. &lt;br /&gt;
* &#039;&#039;&#039;Country Funding&#039;&#039;&#039;, which is only given if the country has a satellite deployed over it. The values are fixed and listed below, unless Second Wave&#039;s option &#039;&#039;&#039;New Economy&#039;&#039;&#039;, which will randomize the values.&lt;br /&gt;
** On Easy difficulty the values are increased by +50%.&lt;br /&gt;
**[[Second Wave (EU2012)|Second Wave&#039;s]] options &#039;&#039;&#039;War Wariness&#039;&#039;&#039; and &#039;&#039;&#039;Results Driven&#039;&#039;&#039; will also affect these values. On &#039;&#039;&#039;Results Drive&#039;&#039;&#039; you&#039;ll only receive the full credits if the country is at a [[Panic (EU2012)|Panic]] Level 1, with the income being more reduced at higher panic levels. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Egypt: §70&lt;br /&gt;
* South Africa: §80&lt;br /&gt;
* Nigeria: §100&lt;br /&gt;
| &lt;br /&gt;
* China: §100&lt;br /&gt;
* Japan: §100&lt;br /&gt;
* India: §60&lt;br /&gt;
* Australia: §60&lt;br /&gt;
|&lt;br /&gt;
* United Kingdom: §100&lt;br /&gt;
* Russia: §150&lt;br /&gt;
* France: §80&lt;br /&gt;
* Germany: §100&lt;br /&gt;
|&lt;br /&gt;
* United States: §180&lt;br /&gt;
* Canada: §100&lt;br /&gt;
* Mexico: §50&lt;br /&gt;
|&lt;br /&gt;
* Argentina: §70&lt;br /&gt;
* Brazil: §80&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Base Location==&lt;br /&gt;
There are many different methods to choosing your initial base location.  Here are a few factors to consider:&lt;br /&gt;
* &#039;&#039;&#039;Money&#039;&#039;&#039;: Look at the [[Situation Room (EU2012)#Funding|Funding table]].&lt;br /&gt;
:If you choose to start in the USA, you get §180 each month to start the game, in addition to the Base Funding depending on your chosen difficulty level.&lt;br /&gt;
:If you start in Africa, you actually get an extra 30% to Nigeria&#039;s funding and an extra 30% of the Base Funding thanks to the &amp;quot;&#039;&#039;All In&#039;&#039;&amp;quot; bonus; plus, you&#039;ll be getting an extra 30% from every other funding source as you expand satellite coverage.&lt;br /&gt;
:Both are worthy options.&lt;br /&gt;
* &#039;&#039;&#039;Bonuses&#039;&#039;&#039;: This depends on your play style and gameplan.&lt;br /&gt;
:If you really want &amp;quot;&#039;&#039;Future Combat&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;We Have Ways&#039;&#039;&amp;quot; early in the game, put your base in Asia because it will only take 2 satellites to get S. America vs. 4 satellites if you start in S. America and expand to Asia.&lt;br /&gt;
:Autopsies and interrogations don&#039;t take very long, so &amp;quot;&#039;&#039;We Have Ways&#039;&#039;&amp;quot; is probably the one clear-cut choice to not start your base, especially considering you only need 2 satellites to get it through the course of the game.&lt;br /&gt;
* &#039;&#039;&#039;Panic&#039;&#039;&#039;: Face it, you can&#039;t respond to all 3 Abduction missions.&lt;br /&gt;
:At some point, you&#039;re going to get stuck with covering a country with a satellite just to calm them down, whether it&#039;s early in the game to keep everyone happy or late in the game to prevent completing the &amp;quot;&#039;&#039;Doom Tracker&#039;&#039;&amp;quot;.&lt;br /&gt;
:You can try to keep an extra satellite and uplink slot available for such cases, though not utilizing such a vital resource also weighs on the mind.&lt;br /&gt;
&lt;br /&gt;
====Examples====&lt;br /&gt;
* Start in Asia (China) for the &amp;quot;&#039;&#039;Future Combat&#039;&#039;&amp;quot; Bonus, then spread to either N. America (Total §330 + &amp;quot;&#039;&#039;Air &amp;amp; Space&#039;&#039;&amp;quot;) or Africa (Total §325 + &amp;quot;&#039;&#039;All In&#039;&#039;&amp;quot;); either way it&#039;s only 3 satellites.&lt;br /&gt;
** This is a good option if you rely on a short-list of highly perked soldiers for combat.&lt;br /&gt;
** The downside is you have to be careful not to waste precious resources on excessive Foundry projects that you may not use in combat very often.&lt;br /&gt;
* Start in Africa for the &amp;quot;&#039;&#039;All In&#039;&#039;&amp;quot; Bonus (because it gives you extra credits no matter what play style or strategy you choose) and then spread to N. America for more credits or Asia for even cheaper deals on Foundry and OTS projects.&lt;br /&gt;
** This is a good option if you don&#039;t have a particular strategy in mind, or if your strategy is to play it by ear and react to what the game gives you as you progress.&lt;br /&gt;
** The downside is that you&#039;ll need a couple more satellites to get the other continent bonuses, which takes time, credits, and Uplinks to accomplish, all in the face of ever-increasing panic.&lt;br /&gt;
&lt;br /&gt;
===Expenses===&lt;br /&gt;
[[Image:Finances 2 (EU2012).png|500px|right]]&lt;br /&gt;
The two main expenses are from [[Hangar (EU2012)#Crafts|Crafts]] and [[Base Facilities (EU2012)|Facilities]]:&lt;br /&gt;
* The starting crafts (Interceptor, Skyranger) have a monthly maintenance cost of §20, while the [[Firestorm (EU2012)|Firestorm]] has a cost of §10. This value can be reduced by 50% with the North American continental bonus. &lt;br /&gt;
* Base facilities monthly maintenance costs are listed on the table below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Maintenance&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Satellite Uplink (EU2012)|Satellite Uplink]]&lt;br /&gt;
|§15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Satellite Nexus (EU2012)|Satellite Nexus]]&lt;br /&gt;
|§26&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Hyperwave Relay (EU2012)|Hyperwave Relay]]&lt;br /&gt;
|§30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Laboratory (EU2012)|Laboratory]]&lt;br /&gt;
|§24&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Alien Containment (EU2012)|Alien Containment]]&lt;br /&gt;
|§18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Workshop (EU2012)|Workshop]]&lt;br /&gt;
|§26&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Foundry (EU2012)|Foundry]]&lt;br /&gt;
|§20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Access Lift (EU2012)|Access Lift]]&lt;br /&gt;
|§10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Power Generator (EU2012)|Power Generator]]&lt;br /&gt;
|§11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Thermo Power Generator (EU2012)|Thermo Power Generator]]&lt;br /&gt;
|§23&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Elerium Generator (EU2012)|Elerium Power Generator]]&lt;br /&gt;
|§29&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Officer Training School (EU2012)|Officer Training School]]&lt;br /&gt;
|§25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Psionic Lab (EU2012)|Psionic Lab]]&lt;br /&gt;
|§30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[Gollop Chamber (EU2012)|Gollop Chamber]]&lt;br /&gt;
|§100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Net Monthly Income===&lt;br /&gt;
[[Image:Finances 3 (EU2012).png|400px|right]]&lt;br /&gt;
The total monthly income at the disposal of the Commander to purchase/build/hire is calculating by subtracting the Gross Income from the Expense. This value may be negative, on which case you&#039;ll receive a warning message.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Finances 4 (EU2012).png|400px|right]]&lt;br /&gt;
It is possible to run a negative budget but if you ran out of available credits, your current account will be negative and you&#039;ll have to repay the value before you are able to purchase, build or hire. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[The Council (EU2012)|The Council]]&lt;br /&gt;
*[[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
*[[Grey Market (EU2012)|Grey Market]]&lt;br /&gt;
*[[Economy (EU2012)|Economy]]&lt;br /&gt;
*[[Base Facilities (EU2012)|Base Facilities]]&lt;br /&gt;
*[[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
*[[Second Wave (EU2012)|Second Wave]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=51222</id>
		<title>UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(EU2012)&amp;diff=51222"/>
		<updated>2013-10-23T16:14:21Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: /* Destroy Satellite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==UFO Types==&lt;br /&gt;
The UFOs deployed by the [[Aliens (EU2012)|aliens]] range in size and the [[Missions (EU2012)|mission]] profiles they are most commonly seen on, and have other parameters yet to be determined. The exact aliens each craft carry can vary considerably due to timeline, story progression and difficulty level. &lt;br /&gt;
&lt;br /&gt;
The amount of aliens on a [[Crashed UFO (EU2012)|crashed UFO]] mission will always be lesser than on a UFO that [[Landed UFO (EU2012)|Landed UFO]] on its own. Usually you get the least possible amount on your first time you get a mission, and it goes up from there (for example, first [[Large Scout (EU2012)|Large Scout]] landing will usually have 3 groups of aliens, while latter ones will have 4. [[Difficulty (EU2012)|Difficulty]] levels seem to act as a limit on how far this can go - for example, on Classic you will never get more than 5 enemy packs on a [[Supply Barge (EU2012)|Supply Barge]] mission, however on Impossible it may as well go up to 7.&lt;br /&gt;
&lt;br /&gt;
[[Alien Artifacts (EU2012)|Salvage]] is also highly variable, so the numbers below reflect a heavily damaged UFO (lower numbers) versus a pristine UFO (higher numbers). Take note that destroying UFO walls by use of explosives or stray shots will further deduce from the amount of salvage you&#039;re going to get, as well as fires started by [[Weapons (EU2012)|weapon]] fire or [[Cyberdisc (EU2012)|Cyberdisc]] explosions will eat up walls and even destroy [[UFO Flight Computer (EU2012)|UFO Flight Computers]] or [[UFO Power Source (EU2012)|UFO Power Sources]] they come in contact with, also reducing the amount of salvage you will get, so act accordingly.&lt;br /&gt;
&lt;br /&gt;
First appearance information (in which month UFO appears for the first time) is based on Classic/Impossible difficulty (may be different on lesser difficulties) and on the assumption that player handles every UFO that appears (intercepts every flying UFO and assaults every UFO landed on its own will). Failing to handle a UFO may spawn a larger UFO on Destroy [[Satellite (EU2012)|Satellite]] mission, which will allow larger UFO&#039;s to appear earlier than usual. UFO&#039;s first appearance is always in its flying state, and its second appearance is mostly in its grounded state, meaning, that your second detected [[Small Scout (EU2012)|Small Scout]], Large Scout, [[Abductor (EU2012)|Abductor]], Supply Barge is usually grounded. However, [[Battleship (EU2012)|Battleships]] seem to never land naturally.&lt;br /&gt;
&lt;br /&gt;
*Groups of alien troops refer to any alien other than [[Outsider (EU2012)|Outsider]]s, [[Sectoid Commander (EU2012)|Sectoid Commander]]s and [[Ethereal (EU2012)|Ethereal]]s. Number before slash is the number of groups when UFO crash landed after being shot down, number after slash is when UFO landed on its own.&lt;br /&gt;
*Command (or &#039;bridge) aliens are Outsiders, Sectoid Commanders or Ethereals with [[Muton Elite (EU2012)|Muton Elite]] guards. These will vary depending on whether you have assaulted the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] or [[Storyline Missions (EU2012)#Crashed Overseer UFO|Overseer UFO]], respectively.&lt;br /&gt;
&lt;br /&gt;
For additional information, check the links below and the [[Maps_(EU2012)|maps]] section for the appropriate UFO.&lt;br /&gt;
&lt;br /&gt;
*[[Small Scout (EU2012)|Small Scout]]&lt;br /&gt;
*[[Large Scout (EU2012)|Large Scout]]&lt;br /&gt;
*[[Overseer (EU2012)|Overseer]]&lt;br /&gt;
*[[Abductor (EU2012)|Abductor]]&lt;br /&gt;
*[[Supply Barge (EU2012)|Supply Barge]]&lt;br /&gt;
*[[Battleship (EU2012)|Battleship]]&lt;br /&gt;
* Temple Ship - the final challenge. For more details see the [[Storyline Missions (EU2012)#Temple Ship Assault|Storyline]] page (massive spoilers!).&lt;br /&gt;
&lt;br /&gt;
==UFO Missions==&lt;br /&gt;
UFOs can be found on a variety of missions, however you will be unable to see what missions they are on until you have built a [[Hyperwave Relay (EU2012)|Hyperwave Relay]] in your HQ.&lt;br /&gt;
&lt;br /&gt;
===Scouting===&lt;br /&gt;
The UFO will roam around in the region it is patrolling. If left unattended, may trigger arrival of a UFO on Destroy [[Satellite (EU2012)|Satellite]] mission in the following several days. &lt;br /&gt;
&lt;br /&gt;
Notice that following UFO will be a larger-class UFO. This can be used to your advantage: by letting scouting UFO get away on purpose, you are increasing amount of loot you can get from a successful crash recovery mission. However, be prepared to take down the larger UFO and win a harder tactical mission. &lt;br /&gt;
&lt;br /&gt;
It is not yet known how the size of the following UFO is chosen, but there are several observations:&lt;br /&gt;
* Letting [[Small Scout (EU2012)|Small Scout]] go spawns [[Large Scout (EU2012)|Large Scout]] (in the first month)&lt;br /&gt;
* Letting [[Abductor (EU2012)|Abductor]] go spawns [[Battleship (EU2012)|Battleship]]&lt;br /&gt;
&lt;br /&gt;
===Destroy Satellite===&lt;br /&gt;
The UFO will hunt for and destroy a satellite in the country it is patrolling. You will be told that &amp;quot;New contact that gives off a distinct signature, as if it is looking for something&amp;quot;. Researching Stealth Satellites from the [[Foundry (EU2012)#Foundry Projects|Foundry]] reduces chance of the UFO to succeed. &lt;br /&gt;
&lt;br /&gt;
This mission can only happen if you let go an airborne UFO or ignore grounded (not crashed) UFO on Scouting mission, and is a good way of getting more battleships in order to harvest more [[Fusion Core (EU2012)|Fusion Core]]s for [[Blaster Launcher (EU2012)|Blaster Launcher]] production.&lt;br /&gt;
&lt;br /&gt;
===Harvest Live Specimens===&lt;br /&gt;
&lt;br /&gt;
Conducted by [[Supply Barge (EU2012)|Supply Barges]] and Abductors (and possibly other UFO)&lt;br /&gt;
&lt;br /&gt;
===Final Preparation===&lt;br /&gt;
&lt;br /&gt;
Final Preparation is the mission undertaken by the [[Overseer (EU2012)|Overseer]] UFO.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (EU2012)|Alien Life Forms]]&lt;br /&gt;
* [[Alien Artifacts (EU2012)|Alien Artifacts]]&lt;br /&gt;
* [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
* [[Missions (EU2012)|Missions]]&lt;br /&gt;
* [[Storyline (EU2012)|Storyline]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:UFOs (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(EU2012)&amp;diff=51151</id>
		<title>Equipment (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(EU2012)&amp;diff=51151"/>
		<updated>2013-10-21T20:18:27Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In addition to [[Weapons (EU2012)|Weapons]] and [[Armor (EU2012)|Armor]], each soldier may equip an additional item. These items are slot-specific and may vary in function; some have related upgrades in the [[Foundry (EU2012)|Foundry]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=9  caption=&amp;quot;Items&amp;quot;&amp;gt;&lt;br /&gt;
File:FRAG GRENADE (EU2012).png|[[Frag Grenade (EU2012)|Frag Grenade]]&lt;br /&gt;
File:ALIEN GRENADE (EU2012).png|[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
File:Arc Thrower (EU2012).png|[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
File:COMBAT STIMS (EU2012).png|[[Combat Stims (EU2012)|Combat Stims]]&lt;br /&gt;
File:MEDIKIT (EU2012).png|[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
File:MIND SHIELD (EU2012).png|[[Mind Shield (EU2012)|Mind Shield]]&lt;br /&gt;
File:NANOFIBER VEST (EU2012).png|[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
File:CHITIN PLATING (EU2012).png|[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
File:S.C.O.P.E. (EU2012).png|[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Once a [[Support (EU2012)|Support]] class soldier reach the rank of Major, he/she will get an additional item slot.&lt;br /&gt;
* A [[Heavy (EU2012)|Heavy]] class soldier with the Captain-level &amp;quot;Grenadier&amp;quot; [[Abilities (EU2012)|perk]] will carry two grenades instead of one in their item slot.&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Combat_Stims_(EU2012)&amp;diff=49764</id>
		<title>Combat Stims (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Combat_Stims_(EU2012)&amp;diff=49764"/>
		<updated>2013-10-07T00:12:58Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&#039;&#039;This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier&#039;s vital statistics&#039;&#039;&lt;br /&gt;
==Stats==&lt;br /&gt;
{{Ref Open | title = Combat Stim}}&lt;br /&gt;
[[File:CombatStim_(EU2012).png|right|400px]]&lt;br /&gt;
* &#039;&#039;&#039;Required Research:&#039;&#039;&#039; Beserker Autopsy&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: §40, 2 Alloys, 1 Beserker Corpse 15 Engineers&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Combat Stim (Self only):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Strengthens the user&#039;s Will against panic&amp;lt;br&amp;gt;&lt;br /&gt;
Reduces incoming damage by 50% and provides immunity to critical hits during the next 2 enemy turns&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Movement by 3 tiles&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Combat Stims can come particularly in handy on Terror Missions.  The extra movement makes it more likely you&#039;ll get to a civilian in time instead of watching the aliens kill them from two feet away, and since you may often have to be in poor cover, the damage reduction and critical hit immunity are very useful.&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=49692</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=49692"/>
		<updated>2013-10-01T22:18:53Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new compnants see [http://www.youtube.com/watch?v=buW1FtMOTwI]&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
* The Meld is a new alien resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* All the Abductions and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister will be located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.&lt;br /&gt;
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of canisters in a given campaign.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|alien]] on a mission you&#039;ll automatically recover any unexploded Meld containers, including still hidden ones, according to a Rock, Paper, Shotgun [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/ interview].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new[[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;To change custody&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death (they become critically injured instead and don&#039;t lose Will) or &#039;&#039;&#039;Combat Rush&#039;&#039;&#039;.&lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses or &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mech Trooper===&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* Mech Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits which can be customized, each allows for a choice between two tactical subsystems: &lt;br /&gt;
** &#039;&#039;&#039;Warden&#039;&#039;&#039; (Tier I): &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, aka &#039;Rocket Punch&#039; which allows to punch [[Alien Life Forms (EU2012)|aliens]] in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc);&lt;br /&gt;
** &#039;&#039;&#039;Sentinel&#039;&#039;&#039; (Tier II): &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;; requires [[UFO Power Source (EU2012)|UFO Power Source]] research. &lt;br /&gt;
** &#039;&#039;&#039;Paladin&#039;&#039;&#039; (Tier III): &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units). &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and a &#039;&#039;&#039;Particle Cannon&#039;&#039;&#039;.&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Trooper abilities are called base augments. Those include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and &#039;&#039;&#039;One For All&#039;&#039;&#039; where the Mech acts as cover for any squad mates behind it. Another abilities mentioned are &#039;&#039;&#039;Jump Jets&#039;&#039;&#039; and &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;. &lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; a passive ability from them. For example [[Sniper (EU2012)|Sniper]]-turned-Mech gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. Former [[Support (EU2012)|Support]] Mechs have a &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a 6 damage reducing shield [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10562-PAX-2013-XCOM-Enemy-Within-Hands-On-Preview?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;t die if the merger is killed). Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. Mechtoids replace Sectoids as the game progresses.~&lt;br /&gt;
* In another [http://www.2kgames.com/blog/community-2k-exclusive-developer-blog-the-mechtoid post] at the 2K forums, Ananda Gupta has revealed more details about the Mechtoid: &lt;br /&gt;
** The shield reduces all incoming weapons damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized alien. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 Mech Core.&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to Mechs and S.H.I.V.s) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of Meld.&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] and has been revealed on his video [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight] to be some sort of a biomechanic floating squid, somewhat similar in concept to TFTD&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** Seekers have a new AI, designed as hit and run units that will use their stealth (aka Cloak) to approach lone soldiers (such as Snipers with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take damage each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a ranged plasma attack. &lt;br /&gt;
** Seekers are immune to the Flamethrower and arrive during April. They can be detected through the Battle Scanner and the Biometric Skin mod. The Cloak depletes during movement, behaving rather like the flight mode of [[Archangel Armor (EU2012)|Archangel Armor]] than the cloak of [[Ghost Armor (EU2012)|Ghost Armor]].[http://www.cinemablend.com/games/XCOM-Enemy-Within-Make-You-Fear-Seeker-59134.html]&lt;br /&gt;
***This last characteristic can also flavor mobile squad tactics rather than fighting from a fixed position since it forces Seekers to spend more of their Cloaking ability to approach a soldier and risk running out of cloak upon open sight of your troops. That is, assuming soldiers are running away from the hidden Seeker rather than towards it.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;s Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strange ability cannot be used when the Seeker is visable, and it is the only XCOM Enemy that can occupy the same space as another unit&lt;br /&gt;
&lt;br /&gt;
===Other Changes===&lt;br /&gt;
* The official FAQ has confirmed that there will be more 2 more [[Alien Life Forms (EU2012)|aliens]] plus &amp;quot;new enemies&amp;quot;[http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. One of the new achievements mentions a &amp;quot;Elite Sniper&amp;quot; and &amp;quot;Elite Medic&amp;quot;. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features.&lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
===New Equipment &amp;amp; Foundry Projects===&lt;br /&gt;
==== New Grenades ====&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; (after researching [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]), with a big blast radius but doesn&#039;t affect enemies in cover.&lt;br /&gt;
* &#039;&#039;&#039;[[Stealth Grenade (EU2012)|Stealth Grenade]]&#039;&#039;&#039; provides allies with a invisibility paint.&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; disorients enemies (severe Aim and movement penalties), robotic units are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039; uses synthesized Thin Man poison, robotic units are immune.&lt;br /&gt;
====New Items ====&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implants (EU2012)|Respirator Implant]]&#039;&#039;&#039;: new item to protect from Seeker strangulation.&lt;br /&gt;
====New [[Foundry (EU2012)|Foundry]] Projects====&lt;br /&gt;
* &#039;&#039;&#039;[[Sentinel Module (EU2012)|Sentinel Module]]&#039;&#039;&#039; gives the SHIV an ability akin to Close Combat Specialist.&lt;br /&gt;
* &#039;&#039;&#039;[[Tactical Rigging (EU2012)|Tactical Rigging]]&#039;&#039;&#039; -  upgrade that gives all classes an additional item slot.&lt;br /&gt;
* &#039;&#039;&#039;[[Shaped Armor (EU2012)|Shaped Armor]]&#039;&#039;&#039; - adds extra health to Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
* &#039;&#039;&#039;[[Advanced Servomotors (EU2012)|Advanced Servomotors]]&#039;&#039;&#039;- which increases mobility for Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
&lt;br /&gt;
===Class Abilities Changes===&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===New [[Second Wave (EU2012)|Second Wave]] options===&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks from other classes [http://www.digitalspy.co.uk/gaming/news/a510568/xcom-enemy-within-preview-mechs-and-genetic-mods-in-new-expansion.html]. This applies only to abilities that are not dependent of class weapons, such as Rockets. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
===Tactical Changes===&lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be slightly increased, [http://www.nowgamer.com/news/2052890/xcom_enemy_within_will_be_even_harder.html| according] to the developers. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there will be 47 new maps.&lt;br /&gt;
* Snow covered maps are clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight Polygon video].&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bugs (EU2012)|Bug]] Fixes===&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
&lt;br /&gt;
==New Special Missions==&lt;br /&gt;
===Progeny===&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new Council campaign like [[Slingshot DLC (EU2012)|Slingshot]] will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
* It will be possible to toggle between Slingshot or Progeny.&lt;br /&gt;
&lt;br /&gt;
===Base Defense===&lt;br /&gt;
* A Base Defense mission is described on the Steam achievements. It may be a mission related to the &#039;new threat&#039;.&lt;br /&gt;
&lt;br /&gt;
===New Threat===&lt;br /&gt;
* The new Steam Achievements mention a &#039;new threat&#039;, which apparently has a point of origin &#039;location&#039; and consist of &#039;alien waves&#039;.&lt;br /&gt;
* There&#039;s also a reference to enemy &#039;Elite Snipers&#039; and &#039;Elite Medics&#039;. It is unclear if those are related to the &#039;new threat&#039;.&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There will be an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalization applies to soldiers nicknames as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;confirmed through the new Steam achievements&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following achievements were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===Mechs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
&lt;br /&gt;
===New Special Missions===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. The symbol of the trailer also appears on the new achievements added, identified as a &amp;quot;new threat&amp;quot;. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=150px perrow=2&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|Video&lt;br /&gt;
Image:Where in The World (EU2012).jpg|Achievement&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=49691</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=49691"/>
		<updated>2013-10-01T22:18:06Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new compnants see [http://www.youtube.com/watch?v=buW1FtMOTwI]&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
* The Meld is a new alien resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* All the Abductions and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister will be located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.&lt;br /&gt;
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of canisters in a given campaign.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|alien]] on a mission you&#039;ll automatically recover any unexploded Meld containers, including still hidden ones, according to a Rock, Paper, Shotgun [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/ interview].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new[[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your [[Soldiers (EU2012)|soldiers]].&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;To change custody&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death (they become critically injured instead and don&#039;t lose Will) or &#039;&#039;&#039;Combat Rush&#039;&#039;&#039;.&lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses or &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mech Trooper===&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* Mech Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits which can be customized, each allows for a choice between two tactical subsystems: &lt;br /&gt;
** &#039;&#039;&#039;Warden&#039;&#039;&#039; (Tier I): &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, aka &#039;Rocket Punch&#039; which allows to punch [[Alien Life Forms (EU2012)|aliens]] in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc);&lt;br /&gt;
** &#039;&#039;&#039;Sentinel&#039;&#039;&#039; (Tier II): &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;; requires [[UFO Power Source (EU2012)|UFO Power Source]] research. &lt;br /&gt;
** &#039;&#039;&#039;Paladin&#039;&#039;&#039; (Tier III): &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units). &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and a &#039;&#039;&#039;Particle Cannon&#039;&#039;&#039;.&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Trooper abilities are called base augments. Those include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and &#039;&#039;&#039;One For All&#039;&#039;&#039; where the Mech acts as cover for any squad mates behind it. Another abilities mentioned are &#039;&#039;&#039;Jump Jets&#039;&#039;&#039; and &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;. &lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; a passive ability from them. For example [[Sniper (EU2012)|Sniper]]-turned-Mech gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. Former [[Support (EU2012)|Support]] Mechs have a &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a 6 damage reducing shield [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10562-PAX-2013-XCOM-Enemy-Within-Hands-On-Preview?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;t die if the merger is killed). Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. Mechtoids replace Sectoids as the game progresses.~&lt;br /&gt;
* In another [http://www.2kgames.com/blog/community-2k-exclusive-developer-blog-the-mechtoid post] at the 2K forums, Ananda Gupta has revealed more details about the Mechtoid: &lt;br /&gt;
** The shield reduces all incoming weapons damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized alien. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 Mech Core.&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to Mechs and S.H.I.V.s) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of Meld.&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] and has been revealed on his video [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight] to be some sort of a biomechanic floating squid, somewhat similar in concept to TFTD&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** Seekers have a new AI, designed as hit and run units that will use their stealth (aka Cloak) to approach lone soldiers (such as Snipers with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take damage each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a ranged plasma attack. &lt;br /&gt;
** Seekers are immune to the Flamethrower and arrive during April. They can be detected through the Battle Scanner and the Biometric Skin mod. The Cloak depletes during movement, behaving rather like the flight mode of [[Archangel Armor (EU2012)|Archangel Armor]] than the cloak of [[Ghost Armor (EU2012)|Ghost Armor]].[http://www.cinemablend.com/games/XCOM-Enemy-Within-Make-You-Fear-Seeker-59134.html]&lt;br /&gt;
***This last characteristic can also flavor mobile squad tactics rather than fighting from a fixed position since it forces Seekers to spend more of their Cloaking ability to approach a soldier and risk running out of cloak upon open sight of your troops. That is, assuming soldiers are running away from the hidden Seeker rather than towards it.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;s Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strange ability cannot be used when the Seeker is visable, and it is the only XCOM Enemy that can occupy the same space as another unit&lt;br /&gt;
&lt;br /&gt;
===Other Changes===&lt;br /&gt;
* The official FAQ has confirmed that there will be more 2 more [[Alien Life Forms (EU2012)|aliens]] plus &amp;quot;new enemies&amp;quot;[http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. One of the new achievements mentions a &amp;quot;Elite Sniper&amp;quot; and &amp;quot;Elite Medic&amp;quot;. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features.&lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
===New Equipment &amp;amp; Foundry Projects===&lt;br /&gt;
==== New Grenades ====&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; (after researching [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]), with a big blast radius but doesn&#039;t affect enemies in cover.&lt;br /&gt;
* &#039;&#039;&#039;[[Stealth Grenade (EU2012)|Stealth Grenade]]&#039;&#039;&#039;, provides allies with a invisibility paint.&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; disorients enemies (severe Aim and movement penalties), robotic units are immune.&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039;, uses synthesized Thin Man poison, robotic units are immune.&lt;br /&gt;
====New Items ====&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implants (EU2012)|Respirator Implant]]&#039;&#039;&#039;: new item to protect from Seeker strangulation.&lt;br /&gt;
====New [[Foundry (EU2012)|Foundry]] Projects====&lt;br /&gt;
* &#039;&#039;&#039;[[Sentinel Module (EU2012)|Sentinel Module]]&#039;&#039;&#039; gives the SHIV an ability akin to Close Combat Specialist.&lt;br /&gt;
* &#039;&#039;&#039;[[Tactical Rigging (EU2012)|Tactical Rigging]]&#039;&#039;&#039; -  upgrade that gives all classes an additional item slot.&lt;br /&gt;
* &#039;&#039;&#039;[[Shaped Armor (EU2012)|Shaped Armor]]&#039;&#039;&#039; - adds extra health to Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
* &#039;&#039;&#039;[[Advanced Servomotors (EU2012)|Advanced Servomotors]]&#039;&#039;&#039;- which increases mobility for Mechs and S.H.I.V.s. (after [[Mech Core (EU2012)|Mech Core]] research)&lt;br /&gt;
&lt;br /&gt;
===Class Abilities Changes===&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===New [[Second Wave (EU2012)|Second Wave]] options===&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks from other classes [http://www.digitalspy.co.uk/gaming/news/a510568/xcom-enemy-within-preview-mechs-and-genetic-mods-in-new-expansion.html]. This applies only to abilities that are not dependent of class weapons, such as Rockets. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
===Tactical Changes===&lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be slightly increased, [http://www.nowgamer.com/news/2052890/xcom_enemy_within_will_be_even_harder.html| according] to the developers. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there will be 47 new maps.&lt;br /&gt;
* Snow covered maps are clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight Polygon video].&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bugs (EU2012)|Bug]] Fixes===&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
&lt;br /&gt;
==New Special Missions==&lt;br /&gt;
===Progeny===&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new Council campaign like [[Slingshot DLC (EU2012)|Slingshot]] will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
* It will be possible to toggle between Slingshot or Progeny.&lt;br /&gt;
&lt;br /&gt;
===Base Defense===&lt;br /&gt;
* A Base Defense mission is described on the Steam achievements. It may be a mission related to the &#039;new threat&#039;.&lt;br /&gt;
&lt;br /&gt;
===New Threat===&lt;br /&gt;
* The new Steam Achievements mention a &#039;new threat&#039;, which apparently has a point of origin &#039;location&#039; and consist of &#039;alien waves&#039;.&lt;br /&gt;
* There&#039;s also a reference to enemy &#039;Elite Snipers&#039; and &#039;Elite Medics&#039;. It is unclear if those are related to the &#039;new threat&#039;.&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There will be an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalization applies to soldiers nicknames as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;confirmed through the new Steam achievements&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following achievements were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===Mechs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
&lt;br /&gt;
===New Special Missions===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. The symbol of the trailer also appears on the new achievements added, identified as a &amp;quot;new threat&amp;quot;. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=200px heights=150px perrow=2&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|Video&lt;br /&gt;
Image:Where in The World (EU2012).jpg|Achievement&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39934</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39934"/>
		<updated>2012-10-20T21:54:21Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: /* Precision Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. &lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Assault Rifle (EU2012)|Assault Rifle]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA ||align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Aim +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LMG (EU2012)|LMG]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100, although it requires for the Sniper to have the Squad Sight ability to shoot targets out of sight. &lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability).&lt;br /&gt;
* The rifles also have limited use at close range.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Scatter (EU2012)|Laser Scatter]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* They can only be used by Assault soldiers and are limited in range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Arc Thrower (EU2012)|Arc Thrower]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Drone Beam|| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 21 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Psi Lance|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plague (EU2012)|Plague]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 11  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Frag Grenade (EU2012)|Frag Grenade]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align=&amp;quot;center&amp;quot; | NA  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Support || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Defense +20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Psi Grenade (EU2012)|Psi Grenade]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 225 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chryssalid Claw|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |[[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Zombie Fist|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Zombie (EU2012)|Zombie]]|| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39933</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39933"/>
		<updated>2012-10-20T21:50:09Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: /* Precision Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. &lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Assault Rifle (EU2012)|Assault Rifle]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA ||align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Aim +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LMG (EU2012)|LMG]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100, although it requires for the Sniper to have the Squad Sight ability to shoot targets out of sight. &lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability).&lt;br /&gt;
* The rifles also have limited use at close range.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Scatter (EU2012)|Laser Scatter]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* They can only be used by Assault soldiers and are limited in range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Arc Thrower (EU2012)|Arc Thrower]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Drone Beam|| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 21 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Psi Lance|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plague (EU2012)|Plague]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 11  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Frag Grenade (EU2012)|Frag Grenade]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align=&amp;quot;center&amp;quot; | NA  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Support || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Defense +20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Psi Grenade (EU2012)|Psi Grenade]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 225 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chryssalid Claw|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |[[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Zombie Fist|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Zombie (EU2012)|Zombie]]|| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39932</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39932"/>
		<updated>2012-10-20T21:49:21Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: /* Precision Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. &lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Assault Rifle (EU2012)|Assault Rifle]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA ||align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Aim +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LMG (EU2012)|LMG]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100, although it requires for the Sniper to have the Squad Sight ability to shoot targets out of sight. &lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability).&lt;br /&gt;
* The rifles also have limited use at close range.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Scatter (EU2012)|Laser Scatter]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* They can only be used by Assault soldiers and are limited in range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Arc Thrower (EU2012)|Arc Thrower]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Drone Beam|| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 21 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Psi Lance|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plague (EU2012)|Plague]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 11  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Frag Grenade (EU2012)|Frag Grenade]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align=&amp;quot;center&amp;quot; | NA  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Support || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Defense +20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Psi Grenade (EU2012)|Psi Grenade]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 225 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chryssalid Claw|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |[[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Zombie Fist|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Zombie (EU2012)|Zombie]]|| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39931</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39931"/>
		<updated>2012-10-20T21:46:10Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: /* Precision Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. &lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Assault Rifle (EU2012)|Assault Rifle]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA ||align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Aim +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LMG (EU2012)|LMG]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100, although it requires for the Sniper to have the Squad Sight ability to shoot targets out of sight. &lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability).&lt;br /&gt;
* The rifles also have limited use at close range.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Scatter (EU2012)|Laser Scatter]]|| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* They can only be used by Assault soldiers and are limited in range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Arc Thrower (EU2012)|Arc Thrower]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Drone Beam|| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 21 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Psi Lance|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plague (EU2012)|Plague]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 11  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Frag Grenade (EU2012)|Frag Grenade]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align=&amp;quot;center&amp;quot; | NA  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Support || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Defense +20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Psi Grenade (EU2012)|Psi Grenade]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 225 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chryssalid Claw|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |[[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Zombie Fist|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Zombie (EU2012)|Zombie]]|| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chitin_Plating_(EU2012)&amp;diff=39492</id>
		<title>Chitin Plating (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chitin_Plating_(EU2012)&amp;diff=39492"/>
		<updated>2012-10-17T16:57:40Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chitin Plating&lt;br /&gt;
* Cost: §xx (§xx Classic), x Engineers&lt;br /&gt;
* Equipped in Item slot (not Armor).&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{{Ref Open | title = Chitin Plating}}&lt;br /&gt;
[[File:Chitinplating_(EU2012).png|right|340px]]&lt;br /&gt;
* &#039;&#039;&#039;Required Research&#039;&#039;&#039;: [[Research (EU2012)#Autopsies|Chryssalid Autopsy]]&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: §xx (Normal) / §xx (Classic), x Engineers&lt;br /&gt;
* &#039;&#039;&#039;Grey Market Value&#039;&#039;&#039;: Cannot sell on Gray Market&lt;br /&gt;
* &#039;&#039;&#039;Health Points Bonus&#039;&#039;&#039;: +4 HP&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&#039;&#039;Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities.  Listing of foundry upgrades have been here as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chitin_Plating_(EU2012)&amp;diff=39491</id>
		<title>Chitin Plating (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chitin_Plating_(EU2012)&amp;diff=39491"/>
		<updated>2012-10-17T16:44:20Z</updated>

		<summary type="html">&lt;p&gt;Vizerai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chitin Plating&lt;br /&gt;
* Cost: §xx (§xx Classic), x Engineers&lt;br /&gt;
* Equipped in Item slot (not Armor).&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{{Ref Open | title = Chitin Plating}}&lt;br /&gt;
[[File:Chitinplating_(EU2012).png|right|340px]]&lt;br /&gt;
* &#039;&#039;&#039;Required Research&#039;&#039;&#039;: [[Research (EU2012)#Projects|Chryssalid Autopsy]]&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: §xx (Normal) / §xx (Classic), x Engineers&lt;br /&gt;
* &#039;&#039;&#039;Grey Market Value&#039;&#039;&#039;: Cannot sell on Gray Market&lt;br /&gt;
* &#039;&#039;&#039;Health Points Bonus&#039;&#039;&#039;: +4 HP&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&#039;&#039;Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities.  Listing of foundry upgrades have been here as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Vizerai</name></author>
	</entry>
</feed>