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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ziggomatic</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T05:38:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Take_Cover!&amp;diff=50568</id>
		<title>Take Cover!</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Take_Cover!&amp;diff=50568"/>
		<updated>2013-10-13T00:02:46Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: Added a short section on the dangers of explosive items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cover==&lt;br /&gt;
Though this &#039;guide&#039; was inspired by Apocalypse, it&#039;s true that in any X-COM game, you&#039;ll want your soldiers to be taking cover to reduce the likelihood of injury and death. As a commander, being able to identify good cover locations for your soldiers and taking advantage of that cover is vital to survival and success. &lt;br /&gt;
&lt;br /&gt;
Cover can be fundamentally divided into two categories, along with two &amp;quot;sort-of&amp;quot; categories;&lt;br /&gt;
&lt;br /&gt;
===Soft Cover===&lt;br /&gt;
This is anything that absorbs &#039;&#039;at least one projectile hit of any kind&#039;&#039; and offers partial protection to standing or crouching soldiers. Common forms of soft cover include low walls, fences, bushes and plants, tables and chairs, bus stops, telephone poles, and so on and so forth. Sheet glass and windows don&#039;t really count since they&#039;re simply see-through walls and tend to break in a single hit, but they work in a pinch.&lt;br /&gt;
&lt;br /&gt;
Soft cover like thin walls can sometimes offer protection from explosions, but don&#039;t count on it.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, if alien weapons of any kind are involved, most items that can be seen as Hard Cover are suddenly classified as Soft Cover. Keep this in mind when fighting aliens, or hostiles using alien weaponry.&lt;br /&gt;
&lt;br /&gt;
====Visual Cover====&lt;br /&gt;
This only offers line-of-sight protection - that is, it prevents enemies from seeing you - and no real protection of any kind against actual attack. To put it simply; smoke grenades and explosions make lingering visual cover.&lt;br /&gt;
&lt;br /&gt;
Smoke can be vital for covering an approach or breaking an enemy&#039;s line of sight long enough to find better cover if your troops would otherwise be pinned down.&lt;br /&gt;
&lt;br /&gt;
===Hard Cover===&lt;br /&gt;
This is anything that absorbs multiple basic small arms hits like large columns, thick walls, UFO hulls and so on. They often impede explosive shockwaves. Alien ship hulls could be considered &#039;ultra hard&#039; cover as they often absorb pretty much all infantry-portable weaponry.&lt;br /&gt;
&lt;br /&gt;
As far as alien weapons are concerned, some items are still hard cover of a sort; buildings, columns and some battlefield objects are composed of multiple pieces that individually act as soft cover, so the structure as a whole can absorb two or three hits.&lt;br /&gt;
&lt;br /&gt;
Better than nothing!&lt;br /&gt;
&lt;br /&gt;
===Explosive Cover===&lt;br /&gt;
The absolute worst kind of item to hide behind: one that explodes when destroyed. If you find your agents are in explosive cover, move them ASAP. These tend to be &#039;soft cover&#039; as far as many weapons are concerned.&lt;br /&gt;
&lt;br /&gt;
On the plus side, they can be used as improvised explosives against enemies that are near them.&lt;br /&gt;
&lt;br /&gt;
==Dropped explosives==&lt;br /&gt;
Whenever you take cover, be aware of the objects on the ground around your agents. If stray shot or explosion hits a dropped weapon it can trigger a chain reaction of additional explosions from other dropped objects that can reach around cover and inflict serious damage. This is particularly common on Alien ships, as the interiors are often cramped and [[Anthropod|Anthropods]] and [[Skeletoid|Skeletoids]] will litter the ground with explosives when they die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mind_Bender&amp;diff=50566</id>
		<title>Mind Bender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mind_Bender&amp;diff=50566"/>
		<updated>2013-10-12T23:27:05Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: /* Usage Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Marsec]] has produced the mind bender as the modern day application of the old [[Psi-Amp]] that amplifies a user&#039;s latent psionic powers. &lt;br /&gt;
&lt;br /&gt;
Even so, psionic powers today are nowhere near as powerful as they used to be, and are now limited to strictly line of sight attacks. Gone are the days of nigh peerless dominance over your enemy forces with sheer willpower alone. &lt;br /&gt;
&lt;br /&gt;
In fact, latent psionic powers have watered down so much that only those spliced with [[Sectoid]] genes are even able to use them to any great effect. Ordinary humans at best can use it to probe enemies once in a blue moon. [[Androids (Apocalypse)|Androids]] can use the mind bender as a fancy paper weight. &lt;br /&gt;
&lt;br /&gt;
A highly skilled [[Hybrids (Apocalypse)|hybrid]] however can effectively direct the Mind Bender to practical use in combat. It can be used to &#039;&#039;probe&#039;&#039; an enemy&#039;s vital statistics, &#039;&#039;stun&#039;&#039; an alien by numbing its mind or even force it out of combat temporarily by making it &#039;&#039;panic&#039;&#039;. The more useful but most difficult attack is &#039;&#039;mind control&#039;&#039;, although this can only be done very briefly. &lt;br /&gt;
&lt;br /&gt;
Though the duration of a mind control session is short, a lot can be done. For example, in a few seconds you can instruct the victim to set all of its grenades timers and have it throw its Disruptor shield over to you before breaking the psionic link. Or just make it jump off the side of a building. &lt;br /&gt;
&lt;br /&gt;
One major disadvantage of the Mind Bender is that very few aliens are susceptible to psionic attacks. The only two that can be affected by it are the [[Anthropod (Apocalypse)|Anthropod]] and [[Skeletoid (Apocalypse)|Skeletoid]]. All other aliens are incredibly resistant to psi attacks, and often only allow a 2% success rate for all but probe attacks while probes only work one fifth of the time. Human enemy opponents on the hand are fair game. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not an essential device to have in combat, as it does not have very immediate initial benefits. It does however pay off in the long run after you&#039;ve invested the time and money in training naturally powerful hybrids. It becomes indispensible for disarming humans and humanoid aliens of their Disruptor shields.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Marsec_Mind_Bender_(UFOpaedia).png|frame|Mind Bender]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Mind_Bender.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 2 x 2&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $1,200&lt;br /&gt;
* Minimum Weekly Stock: 3&lt;br /&gt;
* Maximum Weekly Stock: 12&lt;br /&gt;
* Battlescape Score: 5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Psionic projection device for psionically trained Agents. This device must be used in order to initiate Psionic attacks in combat situations. The target needs to be within clear line of sight of the operator before an attack can begin. The Agent has a choice of four different attacks of increasing difficulty. Psionic Probe reveals information about the target, Psionic Panic reduces morale, Psionic Stun will render the target unconscious and psionic control will allow complete control of the target.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Usage Note =&lt;br /&gt;
&lt;br /&gt;
; Real Time notes&lt;br /&gt;
: When using the mind bender in real-time combat, in addition to the initial cost of each attack, as long as any psionic effect is in place, the user&#039;s psi energy will be drained to keep up the attack. This continues the attack, and the user continues to deal morale or stun damage to the target.&lt;br /&gt;
&lt;br /&gt;
:Psi-energy costs differ depending on the severity of the attack used. Once psi-energy is completely drained the attack ceases to take effect. Psi Energy recharges over time. It is recommended that the psi-link is maintained only for as long as necessary to conserve psi energy.&lt;br /&gt;
&lt;br /&gt;
; Turn based notes&lt;br /&gt;
: When using the mind bender in turn-based combat, there is no additional psi-energy cost as stun and panic are treated as a one-off attack against the target. Likewise, a successful mind control will only ever last until the end of the turn. Assuming they have enough PSI energy and TU, multiple psi attacks can be made by a single unit in one turn. Mind controlled units may only have a few TUs left, but since priming or dropping items does not have a TU cost it can still be a very effective tactic.&lt;br /&gt;
&lt;br /&gt;
:As in real-time combat, psi attacks have differing psi-energy costs. Psi-energy will slow recharge every turn.&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mind_Bender&amp;diff=50565</id>
		<title>Mind Bender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mind_Bender&amp;diff=50565"/>
		<updated>2013-10-12T23:25:02Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: /* Usage Note */  Added details on turn based mind bender usage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Marsec]] has produced the mind bender as the modern day application of the old [[Psi-Amp]] that amplifies a user&#039;s latent psionic powers. &lt;br /&gt;
&lt;br /&gt;
Even so, psionic powers today are nowhere near as powerful as they used to be, and are now limited to strictly line of sight attacks. Gone are the days of nigh peerless dominance over your enemy forces with sheer willpower alone. &lt;br /&gt;
&lt;br /&gt;
In fact, latent psionic powers have watered down so much that only those spliced with [[Sectoid]] genes are even able to use them to any great effect. Ordinary humans at best can use it to probe enemies once in a blue moon. [[Androids (Apocalypse)|Androids]] can use the mind bender as a fancy paper weight. &lt;br /&gt;
&lt;br /&gt;
A highly skilled [[Hybrids (Apocalypse)|hybrid]] however can effectively direct the Mind Bender to practical use in combat. It can be used to &#039;&#039;probe&#039;&#039; an enemy&#039;s vital statistics, &#039;&#039;stun&#039;&#039; an alien by numbing its mind or even force it out of combat temporarily by making it &#039;&#039;panic&#039;&#039;. The more useful but most difficult attack is &#039;&#039;mind control&#039;&#039;, although this can only be done very briefly. &lt;br /&gt;
&lt;br /&gt;
Though the duration of a mind control session is short, a lot can be done. For example, in a few seconds you can instruct the victim to set all of its grenades timers and have it throw its Disruptor shield over to you before breaking the psionic link. Or just make it jump off the side of a building. &lt;br /&gt;
&lt;br /&gt;
One major disadvantage of the Mind Bender is that very few aliens are susceptible to psionic attacks. The only two that can be affected by it are the [[Anthropod (Apocalypse)|Anthropod]] and [[Skeletoid (Apocalypse)|Skeletoid]]. All other aliens are incredibly resistant to psi attacks, and often only allow a 2% success rate for all but probe attacks while probes only work one fifth of the time. Human enemy opponents on the hand are fair game. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not an essential device to have in combat, as it does not have very immediate initial benefits. It does however pay off in the long run after you&#039;ve invested the time and money in training naturally powerful hybrids. It becomes indispensible for disarming humans and humanoid aliens of their Disruptor shields.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Marsec_Mind_Bender_(UFOpaedia).png|frame|Mind Bender]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Mind_Bender.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 2 x 2&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $1,200&lt;br /&gt;
* Minimum Weekly Stock: 3&lt;br /&gt;
* Maximum Weekly Stock: 12&lt;br /&gt;
* Battlescape Score: 5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Psionic projection device for psionically trained Agents. This device must be used in order to initiate Psionic attacks in combat situations. The target needs to be within clear line of sight of the operator before an attack can begin. The Agent has a choice of four different attacks of increasing difficulty. Psionic Probe reveals information about the target, Psionic Panic reduces morale, Psionic Stun will render the target unconscious and psionic control will allow complete control of the target.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Usage Note =&lt;br /&gt;
&lt;br /&gt;
; Real Time notes&lt;br /&gt;
: When using the mind bender in real-time combat, in addition to the initial cost of each attack, as long as any psionic effect is in place, the user&#039;s psi energy will be drained to keep up the attack. This continues the attack, and the user continues to deal morale or stun damage to the target.&lt;br /&gt;
&lt;br /&gt;
:Psi-energy costs differ depending on the severity of the attack used. Once psi-energy is completely drained the attack ceases to take effect. Psi Energy recharges over time. It is recommended that the psi-link is maintained only for as long as necessary to conserve psi energy.&lt;br /&gt;
&lt;br /&gt;
; Turn based notes&lt;br /&gt;
: When using the mind bender in turn-based combat, there is no additional psi-energy cost as stun and panic are treated as a one-off attack against the target. Likewise, a successful mind control will only ever last until the end of the turn. Assuming they have enough PSI energy and TU, multiple Psi attacks can be made by a single unit in one turn. Mind Controlled units may only have a few TUs left, but since priming or dropping items does not have a TU cost it can still be a very effective tactic.&lt;br /&gt;
&lt;br /&gt;
:As in real-time combat, psi attacks have differing psi-energy costs. Psi-energy will slow recharge every turn.&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionics_(Apocalypse)&amp;diff=50564</id>
		<title>Psionics (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionics_(Apocalypse)&amp;diff=50564"/>
		<updated>2013-10-12T22:57:48Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: /* Training Psi Stats */  Corrected some spelling mistakes, re-phrased&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Psionics in Apocalypse makes use of an agent&#039;s latent psionic powers to attack an enemy with their mind. This is aided through the [[Mind Bender]], a device similar to [[Psi-Amp]]s of old that were used by the earlier generation of X-COM combatants. &lt;br /&gt;
&lt;br /&gt;
Psionic powers in the Apocalypse era however are reduced from what they once were during the first two alien invasions. While still powerful in the hands of a powerful human/sectoid hybrid, is field of psionics are no longer the divine balance breaking force that it once was. &lt;br /&gt;
&lt;br /&gt;
= Psi Stats =&lt;br /&gt;
&lt;br /&gt;
An agent will have three separate [[Agents Stats (Apocalypse)|stats]] that govern their psi ability. Psi Defence, Psi Energy and Psi Skill. &lt;br /&gt;
&lt;br /&gt;
;Defense: Controls how well the agent will be able to resist attack. &lt;br /&gt;
;Skill: The Aptitude of the agent at performing a successful attack. &lt;br /&gt;
;Energy: How much psi energy your agent can store. Think of it as the currency for psi attacks. This recharges in small amounts during combat. &lt;br /&gt;
&lt;br /&gt;
== Training Psi Stats ==&lt;br /&gt;
&lt;br /&gt;
Psi is a long term investment. You will not be able to get brand new agents to perform successful psi attacks right away. With time and patience, their psi abilities will become much more powerful. &lt;br /&gt;
&lt;br /&gt;
Psi stat training is done primarily through the [[Psi-Gym (Apocalypse)|Psi-Gym]]. Every day at the stroke of midnight, if an agent has been assigned to the lab and is at full health (i.e. the opposite of the [[Medical Bay (Apocalypse)|med-lab]] requirement), the agent will get a chance at gaining some minor increases to his or her psi stats. &lt;br /&gt;
&lt;br /&gt;
Psi stats for an agent cannot go beyond 300% of their base level. For example, if an agent starts with 25 points of psi energy then the most they can ever achieve in that stat is 75.&lt;br /&gt;
&lt;br /&gt;
== Psi Stat Progression by Race ==&lt;br /&gt;
&lt;br /&gt;
;[[Humans (Apocalypse)|Humans]] : Humans have very low psi stats, therefore they make the weakest psionic users as their maximum psi stats will be very low. They are still able to obtain a small success rate at probing enemy targets. &lt;br /&gt;
&lt;br /&gt;
;[[Hybrids (Apocalypse)|Hybrids]]: The mutants will be the core of your psi users as they get the highest base psi stat rolls. However they are weaker than humans, thus have to invest some time in the combat gym as well, so their overall training time tends to be double that of their human counterparts if you wish to keep their strength stat up, which can only be raised through physical training and not actual combat. &lt;br /&gt;
&lt;br /&gt;
;[[Androids (Apocalypse)|Androids]]: Androids cannot use psionics, but are also immune to them. This makes them effective at combating enemy psi units.&lt;br /&gt;
&lt;br /&gt;
= Psi Attack Requirements/Limitations  =&lt;br /&gt;
&lt;br /&gt;
In order to perform a psionic attack, the user must: &lt;br /&gt;
&lt;br /&gt;
# Have a [[Mind Bender]] &lt;br /&gt;
# Be able to see the target &lt;br /&gt;
# Have enough energy to perform the attack. &lt;br /&gt;
# Be able to maintain the attack (RT Combat only) &lt;br /&gt;
&lt;br /&gt;
Obviously, to perform a successful attack, the psi users must have a strong enough skill level to combat the target&#039;s psi defence. &lt;br /&gt;
&lt;br /&gt;
== Potential Psi Targets == &lt;br /&gt;
&lt;br /&gt;
Psi powers, though powerful, are limited to a small selection of targets due to the unusually high levels of psi defense most enemies exhibit. &lt;br /&gt;
&lt;br /&gt;
As such, Psi can only be used reliably on humanoid tool-weilding enemies. Namely, [[Anthropod (Apocalypse)|Anthropod]]s, [[Skeletoid (Apocalypse)|Skeletoid]]s and all humanoid enemy guards. &lt;br /&gt;
&lt;br /&gt;
Every other alien will have such high resistance that only probes will be reliable. All other attacks will tend to have a very low chance of success (2% being the most common). &lt;br /&gt;
&lt;br /&gt;
Although you are severely limited to the types of enemies you can control, these are also the most significant enemies to control due to the items that they carry. They are also the most common targets.&lt;br /&gt;
&lt;br /&gt;
= Mind Bender Quick Overview =&lt;br /&gt;
&lt;br /&gt;
The mind bender is akin to a sorceror&#039;s magic staff. A device to channel the user&#039;s energy. &lt;br /&gt;
&lt;br /&gt;
The mind bender provides several functions. The first is a display of the agent&#039;s psi stats. These are the same that you can view in the inventory screen, although you can see any updates to the stats as they happen. The data may not be instantaneous, so give the game a few seconds to update the screen. In Real Time Combat, bringing up this panel will also break any current active attack you may have on at the moment. &lt;br /&gt;
&lt;br /&gt;
The primary use of the mind bender is to perform four separate psi attacks on the enemy. Probe, Panic, Stun and Mind Control. &lt;br /&gt;
&lt;br /&gt;
;Probe: The easiest function, and only gives you access to the target&#039;s statistics in the inventory screen. &lt;br /&gt;
&lt;br /&gt;
; Panic: Causes the target to lose morale. One of the easier attacks with minimal drain in real-time. Once the target&#039;s morale is too low, it will start to panic. &lt;br /&gt;
&lt;br /&gt;
;Stun: Inflicts stun damage on an enemy target. If the stun threshold exceeds the unit&#039;s health, it will be knocked out. Stun damage is the same as the type caused by the stun grenade or stun grapple. &lt;br /&gt;
&lt;br /&gt;
;Mind Control: Takes full control over the target. The hardest and most expensive attack to perform. &lt;br /&gt;
&lt;br /&gt;
For detailed information on each attack, see the [[Mind Bender]] article. &lt;br /&gt;
&lt;br /&gt;
= Turn Based vs. Real Time Psi =&lt;br /&gt;
&lt;br /&gt;
All of the mind bender attacks will differ based on the game mode. &lt;br /&gt;
&lt;br /&gt;
In Turn Based, each attack is a one-use attack and the effect takes effect right away. This is not too dissimilar to how it previously functioned, only you still require line of sight. &lt;br /&gt;
&lt;br /&gt;
In Real Time, once an attack is successful, it must be maintained by spending psi energy in order for the attack to keep the attack live. &lt;br /&gt;
&lt;br /&gt;
== Real Time: Maintenance Costs == &lt;br /&gt;
&lt;br /&gt;
As long as you are attacking the target, your psi energy will be consumed at a rate depending on the attack mode selected. The harder the mode, the more energy will be drained. &lt;br /&gt;
&lt;br /&gt;
Probe and mind control are instantaneous, but require energy to maintain for as long as you want the effect to last. &lt;br /&gt;
&lt;br /&gt;
Stun and Panic do not affect the target immediately, but slowly build up the longer the link is maintained. Of the four attacks, these two must be maintained long enough for their effects to be of any use. &lt;br /&gt;
&lt;br /&gt;
Note that maintenance costs only take effect as the clock is ticking, not while the game is paused. You can avoid paying maintenance costs for probe and mind control by using them while the game is paused, and then breaking the link before restarting the clock. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Real Time: Breaking the Psi Link == &lt;br /&gt;
&lt;br /&gt;
An active attack will be broken when:&lt;br /&gt;
&lt;br /&gt;
* The target goes beyond the user&#039;s line of sight&lt;br /&gt;
* The user runs out of psi energy&lt;br /&gt;
* The user manually breaks the link by selecting a new attack on the mind bender. &lt;br /&gt;
&lt;br /&gt;
At this time, some testing will be needed to verify:&lt;br /&gt;
* When the target breaks contact if it falls out of the psi user&#039;s line of sight.&lt;br /&gt;
* If the link is broken when another user succeeds in performing an attack on a unit that&#039;s already being attacked.&lt;br /&gt;
&lt;br /&gt;
== Real Time: Effect on Neutral Guards ==&lt;br /&gt;
&lt;br /&gt;
If you were to perform a non-violent raid on a non-hostile organization, you can safely practice with your mind bender to your heart&#039;s content on the guards with no repercussions. &lt;br /&gt;
&lt;br /&gt;
If the guards are hurt in any way while under mind control, this will be viewed as a violent action towards the organization and may cause the guards to turn hostile on your agents. &lt;br /&gt;
&lt;br /&gt;
If the guard gets hurt after you&#039;ve broken the mind control link, then the action will not be blamed on your troops. Even if the guard is killed or sustains fatal wounds and dies from them, your relations with the building owners will not be affected. The guards must see it as self inflicted damage. &lt;br /&gt;
&lt;br /&gt;
Note that that while this condition was tested only on whether guards will turn hostile towards you, no visible changes in relation standing or requests for compensation were observed afterwards.&lt;br /&gt;
&lt;br /&gt;
== Real Time: Active Psionic Defence ==&lt;br /&gt;
&lt;br /&gt;
In both modes your first line of defence against psionic attacks is the Psi Defence of your agents. The higher the psi defence of a unit the less likely an attack is to succeed, meaning the attacker must try again, spending Psi Energy each time.&lt;br /&gt;
&lt;br /&gt;
In Turn Based that&#039;s where it ends, if mind control succeeds then the unit becomes theirs for the turn and there&#039;s nothing you can do about it. In Real Time however, you have the opportunity to take back your unit by using mind control on it with your own psionics. A successful mind control will terminate the hostile mind control. You should then immediately cease your mind control to save energy and the agent will remain in your control.&lt;br /&gt;
&lt;br /&gt;
= Tips = &lt;br /&gt;
* Hire some hybrids from the very start and have them studying in the Psi Gym right from the word go. Either keep them out of direct combat, or make sure they take it easy during the battle.  They may not seem like much now, but they will improve.&lt;br /&gt;
* If you hire lots of hybrids, consider placing half of them in [[Training Area (Apocalypse)|combat training]] and the other half in the psi gym. Swap them over from time to time. &lt;br /&gt;
* Psionics are a good option for dealing with shielded enemies. Get them to throw their shields to you.&lt;br /&gt;
* Multiple psi users should be employed to combat the low amount of psi energy a single agent will have. Let one attack while the other rests. &lt;br /&gt;
* Don&#039;t over-use your psi in a single burst. On the other hand, try not to let your psi-energy go to waste by having an energy bar at 100% at all times. &lt;br /&gt;
* Mind Control and Probe in Real Time should be used while the game is paused. With Mind Control, do as much as you can in the enemy&#039;s inventory such as set off explosives (remember to activate them by moving them after setting the timer) and then breaking the mind control.&lt;br /&gt;
* Consider assigning the hybrids to your Capture Teams, especially if they are highly psi-skilled, as they can use the long line-of-sight range on the [[Mind Bender]] to attempt to Stun/Panic/Control enemies. This allows other soldiers (namely those armed with the [[Megapol Stun Grapple]]) to move in closer and secure the target.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Training (Apocalypse)|Training]] &lt;br /&gt;
* [[Mind Bender]] &lt;br /&gt;
* [[Psi-Gym (Apocalypse)|Psy-Gym]] &lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&amp;diff=50562</id>
		<title>Valkyrie Interceptor (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&amp;diff=50562"/>
		<updated>2013-10-12T22:15:58Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_valkyrie_pedia.png|Valkyrie Interceptor UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_valkyrie_icon.png|left|50 px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The Valkyrie is the standard military vehicle manufactured by [[Marsec]]. Its sleek lines appear reminiscent of old rocket designs, but it is a fully capable anti-grav dependent craft with a variety of engine configurations. There is space for many types of armaments and equipment loads. It is capable of solar system travel and is feared by the criminal cartels when it is used to police the space lanes to [[Mars]] and beyond.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
The Valkyrie Interceptor is a troop transport with some combat capabilities. It offers two long weapon hardpoints capable of mounting the long-barreled [[Lancer 7000 Laser Gun (Apocalypse)|Lancer]] laser cannons. It provides three standard modules worth upgrade slots. Because it&#039;s much larger than the [[Phoenix Hovercar (Apocalypse)|Hovercar]] and has a slow turning rate, it makes for a poor combat vehicle on its own. It&#039;s best used in transportation roles and for providing medium support fire for [[Hoverbike (Apocalypse)|Hoverbike]] or hovercar squadrons.&lt;br /&gt;
&lt;br /&gt;
Both the Valkyrie and the [[Hawk Air Warrior]] can function as bomber craft as well. By outfitting them with the extremely long-range [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]] and hovering at maximum altitude, you can strike enemy buildings with pinpoint accuracy from a very long distance. This is useful if your sole purpose is to bankrupt a specific organization by destroying their buildings, as it&#039;s possible to fire the missiles from an extremely long distance, then turn back and dock at base before they can send out craft to intercept you.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_valkyrie_large.png|right|80px]]&lt;br /&gt;
[[Image:Apoc_ValkyrieBlueprint.png‎|right|80px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistics&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Constitution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;280&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[SD Turbo (Apocalypse)|SD Turbo]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engine Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4x4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Top Speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 (using [[SD Special (Apocalypse)|SD Special]])&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7000 Laser Gun]] 1  [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Passengers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Marsec]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mega-Primus Craft (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&amp;diff=50560</id>
		<title>Valkyrie Interceptor (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&amp;diff=50560"/>
		<updated>2013-10-12T22:15:24Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: /* Statistics */ added blueprint for Valkyrie interceptor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_valkyrie_pedia.png|Valkyrie Interceptor UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_valkyrie_icon.png|left|50 px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The Valkyrie is the standard military vehicle manufactured by [[Marsec]]. Its sleek lines appear reminiscent of old rocket designs, but it is a fully capable anti-grav dependent craft with a variety of engine configurations. There is space for many types of armaments and equipment loads. It is capable of solar system travel and is feared by the criminal cartels when it is used to police the space lanes to [[Mars]] and beyond.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
The Valkyrie Interceptor is a troop transport with some combat capabilities. It offers two long weapon hardpoints capable of mounting the long-barreled [[Lancer 7000 Laser Gun (Apocalypse)|Lancer]] laser cannons. It provides three standard modules worth upgrade slots. Because it&#039;s much larger than the [[Phoenix Hovercar (Apocalypse)|Hovercar]] and has a slow turning rate, it makes for a poor combat vehicle on its own. It&#039;s best used in transportation roles and for providing medium support fire for [[Hoverbike (Apocalypse)|Hoverbike]] or hovercar squadrons.&lt;br /&gt;
&lt;br /&gt;
Both the Valkyrie and the [[Hawk Air Warrior]] can function as bomber craft as well. By outfitting them with the extremely long-range [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]] and hovering at maximum altitude, you can strike enemy buildings with pinpoint accuracy from a very long distance. This is useful if your sole purpose is to bankrupt a specific organization by destroying their buildings, as it&#039;s possible to fire the missiles from an extremely long distance, then turn back and dock at base before they can send out craft to intercept you.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_valkyrie_large.png|right|100px]]&lt;br /&gt;
[[Image:Apoc_ValkyrieBlueprint.png‎|right|100px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistics&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Constitution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;280&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[SD Turbo (Apocalypse)|SD Turbo]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engine Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4x4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Top Speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 (using [[SD Special (Apocalypse)|SD Special]])&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7000 Laser Gun]] 1  [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Passengers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Marsec]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mega-Primus Craft (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Apoc_ValkyrieBlueprint.png&amp;diff=50556</id>
		<title>File:Apoc ValkyrieBlueprint.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Apoc_ValkyrieBlueprint.png&amp;diff=50556"/>
		<updated>2013-10-12T22:13:23Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: Blueprint for Valkyrie Interceptor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint for Valkyrie Interceptor&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bio-Trans&amp;diff=50534</id>
		<title>Bio-Trans</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bio-Trans&amp;diff=50534"/>
		<updated>2013-10-12T22:01:43Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: /* Statistics */ Added blueprintof Bio-Trans unit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_biotrans_pedia.png|Bio-Trans UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_biotrans_icon.png|left|50 px|]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;This inter-dimensional transport is designed for transporting [[Alien Life Forms (Apocalypse)|Alien life forms]] or [[Alien Artifacts (Apocalypse)|Alien technology]]  captured during tactical missions in the [[Alien Dimension (Apocalypse)|Alien Dimension]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
The Bio-Trans is the second [[X-COM (Apocalypse)|X-COM]] designed ship that can travel to the alien dimension, and also the first ship that can carry troops and cargo. It is designed primarily for use as a transport. &lt;br /&gt;
&lt;br /&gt;
Being a transport, the &#039;&#039;Bio-Trans&#039;&#039; has minimal armament, housing a single 2&amp;amp;times;2 weapon. Its cargo space is 4&amp;amp;times;8 in dimensions, which can house up to 8 standard modules for a wide array of configurations. By utilizing [[Passenger Module (Apocalypse) | Passenger Modules]] the Bio-trans can hold the game limit of 36 agents into battle, or 28 with the standard Bio+Cargo Modules. Its high endurance, high capacity, high agility and low cost make the Bio-Trans a clear replacement for the [[Valkyrie]] and [[Hawk Air Warrior]], allowing these expensive transports to be sold and replaced with more efficient combat vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Building for Profit ===&lt;br /&gt;
The &#039;&#039;Bio-Trans&#039;&#039; is the most profitable construction project in the game. It gives the highest profit per engineer hour out of all other topics, and hybrid vehicles do not suffer price drops from being sold on the market. Just note, that by the time X-COM has the manufacturing power to spare, they can already [[Devastator Cannon|massively]] [[Personal Teleporter|profit]] [[Vortex Mine|from]] [[Boomeroid|Alien]] [[Personal Shield|Artifacts]].&lt;br /&gt;
&lt;br /&gt;
=== Free Storage === &lt;br /&gt;
&lt;br /&gt;
Of all the hybrid aircraft, the Bio-Trans is the only one to come standard-issue with equipment right off the assembly line. It has 4 [[Cargo Module (Apocalypse) | Cargo Module]]s and 4 [[Bio-Transport Module (Apocalypse) |Bio-Transport Module]]s. Relations with [[Superdynamics]] does not affect the appearance of the Cargo Modules.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_biotrans_large.png|right|100 px]]&lt;br /&gt;
[[Image:Bio-TransBlueprint.png‎|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistics&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;47&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Constitution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Top Speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons Slot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 [[Cargo Module (Apocalypse)|Cargo Module]] 4 [[Bio-Transport Module (Apocalypse)|Bio-Transport Module]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4x8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Production Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$12000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sale Price&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$34000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Manufacturer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Labor Hours&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Passengers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[X-COM (Apocalypse)|X-COM]]&lt;br /&gt;
* [[Research (Apocalypse)|Research]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:X-COM Craft (Apocalypse)]][[Category:Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Bio-TransBlueprint.png&amp;diff=50533</id>
		<title>File:Bio-TransBlueprint.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Bio-TransBlueprint.png&amp;diff=50533"/>
		<updated>2013-10-12T21:59:36Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: Image of Blueprint/Cross-section of X-Com Bio-Trans ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of Blueprint/Cross-section of X-Com Bio-Trans ship&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Retaliator&amp;diff=50523</id>
		<title>Retaliator</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Retaliator&amp;diff=50523"/>
		<updated>2013-10-12T21:53:54Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: /* Statistics */  Added an image for the Retaliator blueprint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_retaliator_pedia.png|Retaliator UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_retaliator_icon.png|left|50 px|]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The development of the Retaliator shifts the emphasis from exploration to attack. Our [[Engineering (Apocalypse)|Engineers]] have at last produced a craft which can match the capabilities of many of the [[Alien Ships (Apocalypse)|Alien ships]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
The Retaliator is the fourth X-COM designed hybrid aircraft. It is the mid-weight of the [[X-COM (Apocalypse)|X-COM]] fighter aircraft. With the right armament and equipment, this aircraft is very formidable in combat. &lt;br /&gt;
&lt;br /&gt;
The Retaliator has two large 2&amp;amp;times;4 shaped weapon hard points on the sides, and one 2&amp;amp;times;3 front weapon. The equipment space comparable to a [[Hawk Air Warrior]] with a capacity of 4&amp;amp;times;4 equipment slots. &lt;br /&gt;
&lt;br /&gt;
The three large weapon hard points allow Retaliators to arm a host of powerful weapons including the [[Medium Disruptor Beam (Apocalypse)|Medium Disruptor Beam]] and the [[Disruptor Bomb Launcher (Apocalypse) | Disruptor Bomb Launcher]]. With enough of these, it&#039;s not uncommon for a small wing of Retaliators to shoot down capital class UFOs while taking minimal damage in return. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_retaliator_large.png|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RetaliatorBlueprint.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistics&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;66&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Constitution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;450&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Top Speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons Slots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x4 2x4 2x3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4x4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Production Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$35000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sale Price&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$70000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Manufacturer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Labor Hours&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Passengers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;450&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[X-COM (Apocalypse)|X-COM]]&lt;br /&gt;
* [[Research (Apocalypse)|Research]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:X-COM Craft (Apocalypse)]][[Category:Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:RetaliatorBlueprint.png&amp;diff=50516</id>
		<title>File:RetaliatorBlueprint.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:RetaliatorBlueprint.png&amp;diff=50516"/>
		<updated>2013-10-12T21:51:14Z</updated>

		<summary type="html">&lt;p&gt;Ziggomatic: The in-game blueprint/cross-section of the X-com Retaliator ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The in-game blueprint/cross-section of the X-com Retaliator ship&lt;/div&gt;</summary>
		<author><name>Ziggomatic</name></author>
	</entry>
</feed>